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Rename TaikoStrong{-> able}HitObject

This commit is contained in:
Bartłomiej Dach 2020-12-14 21:46:02 +01:00
parent 7ba04a2cc3
commit 5af1ac1b53
12 changed files with 16 additions and 16 deletions

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@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
IsCentre = (hitObject as Hit)?.Type == HitType.Centre,
IsDrumRoll = hitObject is DrumRoll,
IsSwell = hitObject is Swell,
IsStrong = (hitObject as TaikoStrongHitObject)?.IsStrong == true
IsStrong = (hitObject as TaikoStrongableHitObject)?.IsStrong == true
};
}

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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
converted.HitObjects = converted.HitObjects.GroupBy(t => t.StartTime).Select(x =>
{
TaikoHitObject first = x.First();
if (x.Skip(1).Any() && first is TaikoStrongHitObject strong)
if (x.Skip(1).Any() && first is TaikoStrongableHitObject strong)
strong.IsStrong = true;
return first;
}).ToList();

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@ -96,7 +96,7 @@ namespace osu.Game.Rulesets.Taiko.Edit
base.UpdateTernaryStates();
selectionRimState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<Hit>(), h => h.Type == HitType.Rim);
selectionStrongState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<TaikoStrongHitObject>(), h => h.IsStrong);
selectionStrongState.Value = GetStateFromSelection(EditorBeatmap.SelectedHitObjects.OfType<TaikoStrongableHitObject>(), h => h.IsStrong);
}
}
}

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@ -13,7 +13,7 @@ using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableTaikoStrongHitObject<TObject, TStrongNestedObject> : DrawableTaikoHitObject<TObject>
where TObject : TaikoStrongHitObject
where TObject : TaikoStrongableHitObject
where TStrongNestedObject : StrongNestedHitObject
{
private readonly Bindable<bool> isStrong;
@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
base.RecreatePieces();
if (HitObject.IsStrong)
Size = BaseSize = new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE);
Size = BaseSize = new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE);
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
@ -102,7 +102,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// <summary>
/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongNestedHitObject"/>.
/// This is only invoked if <see cref="TaikoStrongHitObject.IsStrong"/> is true for <see cref="HitObject"/>.
/// This is only invoked if <see cref="TaikoStrongableHitObject.IsStrong"/> is true for <see cref="HitObject"/>.
/// </summary>
/// <param name="hitObject">The strong hitobject.</param>
/// <returns>The strong hitobject handler.</returns>

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@ -15,7 +15,7 @@ using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRoll : TaikoStrongHitObject, IHasPath
public class DrumRoll : TaikoStrongableHitObject, IHasPath
{
/// <summary>
/// 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;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRollTick : TaikoStrongHitObject
public class DrumRollTick : TaikoStrongableHitObject
{
/// <summary>
/// Whether this is the first (initial) tick of the slider.

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@ -5,7 +5,7 @@ using osu.Framework.Bindables;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class Hit : TaikoStrongHitObject
public class Hit : TaikoStrongableHitObject
{
public readonly Bindable<HitType> TypeBindable = new Bindable<HitType>();

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@ -9,7 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
{
/// <summary>
/// Base type for nested strong hits.
/// Used by <see cref="TaikoStrongHitObject"/>s to represent their strong bonus scoring portions.
/// Used by <see cref="TaikoStrongableHitObject"/>s to represent their strong bonus scoring portions.
/// </summary>
public abstract class StrongNestedHitObject : TaikoHitObject
{

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@ -10,7 +10,7 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// <summary>
/// Base class for taiko hitobjects that can become strong (large).
/// </summary>
public abstract class TaikoStrongHitObject : TaikoHitObject
public abstract class TaikoStrongableHitObject : TaikoHitObject
{
/// <summary>
/// Scale multiplier for a strong drawable taiko hit object.

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@ -31,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
const string normal_hit = "taikohit";
const string big_hit = "taikobig";
string prefix = ((drawableHitObject.HitObject as TaikoStrongHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit;
return skin.GetAnimation($"{prefix}{lookup}", true, false) ??
// fallback to regular size if "big" version doesn't exist.

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@ -73,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
public void VisualiseSecondHit()
{
this.ResizeTo(new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE), 50);
this.ResizeTo(new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE), 50);
}
}
}

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@ -32,7 +32,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.TopCentre,
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Y,
Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
Size = new Vector2(border_thickness, (1 - TaikoStrongableHitObject.DEFAULT_STRONG_SIZE) / 2f),
Alpha = 0.1f
},
new CircularContainer
@ -41,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(TaikoStrongHitObject.DEFAULT_STRONG_SIZE),
Size = new Vector2(TaikoStrongableHitObject.DEFAULT_STRONG_SIZE),
Masking = true,
BorderColour = Color4.White,
BorderThickness = border_thickness,
@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativeSizeAxes = Axes.Y,
Size = new Vector2(border_thickness, (1 - TaikoStrongHitObject.DEFAULT_STRONG_SIZE) / 2f),
Size = new Vector2(border_thickness, (1 - TaikoStrongableHitObject.DEFAULT_STRONG_SIZE) / 2f),
Alpha = 0.1f
},
};