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Rename TaikoStrong{-> able}HitObject
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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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IsCentre = (hitObject as Hit)?.Type == HitType.Centre,
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IsDrumRoll = hitObject is DrumRoll,
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IsSwell = hitObject is Swell,
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IsStrong = (hitObject as TaikoStrongHitObject)?.IsStrong == true
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IsStrong = (hitObject as TaikoStrongableHitObject)?.IsStrong == true
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};
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}
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
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{
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TaikoHitObject first = x.First();
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if (x.Skip(1).Any() && first is TaikoStrongHitObject strong)
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if (x.Skip(1).Any() && first is TaikoStrongableHitObject strong)
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strong.IsStrong = true;
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return first;
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}).ToList();
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@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Taiko.Edit
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base.UpdateTernaryStates();
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selectionRimState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<Hit>(), h => h.Type == HitType.Rim);
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selectionStrongState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<TaikoStrongHitObject>(), h => h.IsStrong);
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selectionStrongState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<TaikoStrongableHitObject>(), h => h.IsStrong);
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}
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}
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}
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@ -13,7 +13,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableTaikoStrongHitObject<TObject, TStrongNestedObject> : DrawableTaikoHitObject<TObject>
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where TObject : TaikoStrongHitObject
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where TObject : TaikoStrongableHitObject
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where TStrongNestedObject : StrongNestedHitObject
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{
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private readonly Bindable<bool> isStrong;
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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base.RecreatePieces();
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if (HitObject.IsStrong)
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Size = BaseSize = new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE);
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Size = BaseSize = new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE);
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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@ -102,7 +102,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// <summary>
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/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongNestedHitObject"/>.
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/// This is only invoked if <see cref="TaikoStrongHitObject.IsStrong"/> is true for <see cref="HitObject"/>.
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/// This is only invoked if <see cref="TaikoStrongableHitObject.IsStrong"/> is true for <see cref="HitObject"/>.
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/// </summary>
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/// <param name="hitObject">The strong hitobject.</param>
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/// <returns>The strong hitobject handler.</returns>
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@ -15,7 +15,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRoll : TaikoStrongHitObject, IHasPath
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public class DrumRoll : TaikoStrongableHitObject, IHasPath
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{
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/// <summary>
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/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
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@ -7,7 +7,7 @@ using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class DrumRollTick : TaikoStrongHitObject
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public class DrumRollTick : TaikoStrongableHitObject
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{
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/// <summary>
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/// Whether this is the first (initial) tick of the slider.
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@ -5,7 +5,7 @@ using osu.Framework.Bindables;
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namespace osu.Game.Rulesets.Taiko.Objects
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{
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public class Hit : TaikoStrongHitObject
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public class Hit : TaikoStrongableHitObject
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{
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public readonly Bindable<HitType> TypeBindable = new Bindable<HitType>();
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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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/// <summary>
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/// Base type for nested strong hits.
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/// Used by <see cref="TaikoStrongHitObject"/>s to represent their strong bonus scoring portions.
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/// Used by <see cref="TaikoStrongableHitObject"/>s to represent their strong bonus scoring portions.
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/// </summary>
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public abstract class StrongNestedHitObject : TaikoHitObject
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{
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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// <summary>
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/// Base class for taiko hitobjects that can become strong (large).
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/// </summary>
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public abstract class TaikoStrongHitObject : TaikoHitObject
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public abstract class TaikoStrongableHitObject : TaikoHitObject
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{
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/// <summary>
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/// Scale multiplier for a strong drawable taiko hit object.
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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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const string normal_hit = "taikohit";
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const string big_hit = "taikobig";
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string prefix = ((drawableHitObject.HitObject as TaikoStrongHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
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string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
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return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
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// fallback to regular size if "big" version doesn't exist.
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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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public void VisualiseSecondHit()
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{
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this.ResizeTo(new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE), 50);
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this.ResizeTo(new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE), 50);
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}
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}
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}
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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre,
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
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Size = new Vector2(border_thickness, (1 - TaikoStrongableHitObject.DEFAULT_STRONG_SIZE) / 2f),
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Alpha = 0.1f
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},
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new CircularContainer
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@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE),
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Size = new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE),
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Masking = true,
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BorderColour = Color4.White,
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BorderThickness = border_thickness,
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@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.Y,
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Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
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Size = new Vector2(border_thickness, (1 - TaikoStrongableHitObject.DEFAULT_STRONG_SIZE) / 2f),
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Alpha = 0.1f
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},
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};
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