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Revert GetRulesetTransformedSkin
accessibility change
This reverts commit 521077b714
.
Forgot to do it when I made this `protected`, but subclasses in test scenes require this.
This commit is contained in:
parent
521077b714
commit
5ebf570ec4
@ -26,7 +26,7 @@ namespace osu.Game.Skinning
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Ruleset = ruleset;
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Ruleset = ruleset;
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Beatmap = beatmap;
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Beatmap = beatmap;
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InternalChild = new BeatmapSkinProvidingContainer(getRulesetTransformedSkin(beatmapSkin))
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InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin))
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{
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{
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Child = Content = new Container
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Child = Content = new Container
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{
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{
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@ -54,17 +54,17 @@ namespace osu.Game.Skinning
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{
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{
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SkinSources.Clear();
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SkinSources.Clear();
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SkinSources.Add(getRulesetTransformedSkin(skinManager.CurrentSkin.Value));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.CurrentSkin.Value));
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// TODO: we also want to return a DefaultLegacySkin here if the current *beatmap* is providing any skinned elements.
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// TODO: we also want to return a DefaultLegacySkin here if the current *beatmap* is providing any skinned elements.
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if (skinManager.CurrentSkin.Value is LegacySkin && skinManager.CurrentSkin.Value != skinManager.DefaultLegacySkin)
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if (skinManager.CurrentSkin.Value is LegacySkin && skinManager.CurrentSkin.Value != skinManager.DefaultLegacySkin)
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SkinSources.Add(getRulesetTransformedSkin(skinManager.DefaultLegacySkin));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultLegacySkin));
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if (skinManager.CurrentSkin.Value != skinManager.DefaultSkin)
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if (skinManager.CurrentSkin.Value != skinManager.DefaultSkin)
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SkinSources.Add(getRulesetTransformedSkin(skinManager.DefaultSkin));
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SkinSources.Add(GetRulesetTransformedSkin(skinManager.DefaultSkin));
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}
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}
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private ISkin getRulesetTransformedSkin(ISkin skin)
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protected ISkin GetRulesetTransformedSkin(ISkin skin)
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{
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{
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if (skin == null)
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if (skin == null)
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return null;
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return null;
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@ -99,7 +99,7 @@ namespace osu.Game.Tests.Visual
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base.UpdateSkins();
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base.UpdateSkins();
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if (skin != null)
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if (skin != null)
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SkinSources.Insert(0, Ruleset.CreateLegacySkinProvider(skin, Beatmap));
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SkinSources.Insert(0, GetRulesetTransformedSkin(skin));
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}
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}
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}
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}
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}
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}
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