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https://github.com/ppy/osu.git
synced 2025-01-16 04:32:57 +08:00
Only show replay cursor when replay input is present.
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parent
2de25c23b4
commit
610de4a34c
@ -9,6 +9,7 @@ using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.Catch
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namespace osu.Game.Modes.Catch
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{
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{
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@ -16,7 +17,7 @@ namespace osu.Game.Modes.Catch
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{
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{
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null) => new CatchHitRenderer
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new CatchHitRenderer
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{
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{
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Beatmap = beatmap,
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Beatmap = beatmap,
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InputManager = input,
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InputManager = input,
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@ -9,6 +9,7 @@ using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.Mania
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namespace osu.Game.Modes.Mania
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{
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{
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@ -16,7 +17,7 @@ namespace osu.Game.Modes.Mania
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{
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{
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null) => new ManiaHitRenderer
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new ManiaHitRenderer
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{
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{
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Beatmap = beatmap,
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Beatmap = beatmap,
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InputManager = input,
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InputManager = input,
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@ -10,6 +10,7 @@ using osu.Game.Modes.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.Objects;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.Osu
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namespace osu.Game.Modes.Osu
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{
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{
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@ -17,7 +18,7 @@ namespace osu.Game.Modes.Osu
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{
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{
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null) => new OsuHitRenderer
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new OsuHitRenderer
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{
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{
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Beatmap = beatmap,
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Beatmap = beatmap,
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InputManager = input
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InputManager = input
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@ -11,7 +11,7 @@ using osu.Game.Modes.Osu.Objects.Drawables.Connections;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.UI;
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using System.Linq;
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using System.Linq;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Graphics.Cursor;
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using osu.Game.Modes.Objects;
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using OpenTK.Graphics;
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namespace osu.Game.Modes.Osu.UI
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namespace osu.Game.Modes.Osu.UI
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{
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{
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@ -56,10 +56,16 @@ namespace osu.Game.Modes.Osu.UI
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.Both,
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Depth = -1,
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Depth = -1,
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},
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},
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new OsuCursorContainer()
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});
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (InputManager.ReplayInputHandler != null)
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Add(new OsuCursorContainer { Colour = Color4.LightYellow });
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}
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public override void Add(DrawableHitObject<OsuHitObject> h)
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public override void Add(DrawableHitObject<OsuHitObject> h)
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{
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{
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h.Depth = (float)h.HitObject.StartTime;
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h.Depth = (float)h.HitObject.StartTime;
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@ -9,6 +9,7 @@ using osu.Game.Modes.Osu.UI;
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using osu.Game.Modes.Taiko.UI;
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using osu.Game.Modes.Taiko.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.UI;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.Taiko
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namespace osu.Game.Modes.Taiko
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{
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{
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@ -16,7 +17,7 @@ namespace osu.Game.Modes.Taiko
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{
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{
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override ScoreOverlay CreateScoreOverlay() => new OsuScoreOverlay();
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null) => new TaikoHitRenderer
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public override HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null) => new TaikoHitRenderer
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{
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{
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Beatmap = beatmap,
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Beatmap = beatmap,
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InputManager = input,
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InputManager = input,
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@ -9,6 +9,7 @@ using System.Collections.Concurrent;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes
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namespace osu.Game.Modes
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{
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{
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@ -31,7 +32,7 @@ namespace osu.Game.Modes
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public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount = 0);
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public abstract ScoreProcessor CreateScoreProcessor(int hitObjectCount = 0);
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public abstract HitRenderer CreateHitRendererWith(Beatmap beatmap, InputManager input = null);
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public abstract HitRenderer CreateHitRendererWith(Beatmap beatmap, PlayerInputManager input = null);
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public abstract HitObjectParser CreateHitObjectParser();
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public abstract HitObjectParser CreateHitObjectParser();
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@ -11,6 +11,7 @@ using osu.Framework.Input;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.UI
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namespace osu.Game.Modes.UI
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{
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{
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@ -35,7 +36,7 @@ namespace osu.Game.Modes.UI
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{
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{
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private List<TObject> objects;
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private List<TObject> objects;
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public InputManager InputManager;
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public PlayerInputManager InputManager;
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protected Playfield<TObject> Playfield;
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protected Playfield<TObject> Playfield;
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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Input;
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using osu.Framework.Input;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Screens.Play;
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namespace osu.Game.Modes.UI
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namespace osu.Game.Modes.UI
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{
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{
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@ -55,7 +56,7 @@ namespace osu.Game.Modes.UI
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/// <summary>
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/// <summary>
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/// An optional inputManager to provide interactivity etc.
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/// An optional inputManager to provide interactivity etc.
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/// </summary>
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/// </summary>
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public InputManager InputManager;
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public PlayerInputManager InputManager;
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[BackgroundDependencyLoader]
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[BackgroundDependencyLoader]
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private void load()
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private void load()
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