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mirror of https://github.com/ppy/osu.git synced 2024-09-21 22:07:25 +08:00

Simplify bubble container structure, modify some comments

This commit is contained in:
mk56-spn 2023-02-12 11:37:07 +01:00
parent 5e0c4aa904
commit 6ff6e06a69

View File

@ -38,8 +38,7 @@ namespace osu.Game.Rulesets.Osu.Mods
// Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect
public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
private PlayfieldAdjustmentContainer adjustmentContainer = null!;
private Container bubbleContainer = null!;
private PlayfieldAdjustmentContainer bubbleContainer = null!;
private readonly Bindable<int> currentCombo = new BindableInt();
@ -119,20 +118,17 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Multiplying by 2 results in an initial size that is too large, hence 1.85 has been chosen
bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.85f);
// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.90f);
bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
drawableRuleset.Playfield.DisplayJudgements.Value = false;
adjustmentContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
adjustmentContainer.Add(bubbleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
});
drawableRuleset.KeyBindingInputManager.Add(adjustmentContainer);
drawableRuleset.KeyBindingInputManager.Add(bubbleContainer);
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);