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Hide combo counter on gameplay break

Intentionally inside LegacyComboCounter and not in CatchComboDisplay, to avoid conflicting with how the legacy combo counter fades away after 1 second of no combo update, can move to parent once a DefaultComboCounter design is decided and code is shareable between.
This commit is contained in:
Salman Ahmed 2020-08-03 22:17:11 +03:00
parent 21eaf0e995
commit 65c269e473

View File

@ -47,6 +47,23 @@ namespace osu.Game.Rulesets.Catch.Skinning
};
}
private IBindable<bool> isBreakTime;
[Resolved(canBeNull: true)]
private GameplayBeatmap beatmap { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
isBreakTime = beatmap?.IsBreakTime.GetBoundCopy();
isBreakTime?.BindValueChanged(b =>
{
if (b.NewValue)
this.FadeOut(400.0, Easing.OutQuint);
});
}
public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);