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Merge pull request #14589 from peppy/fix-traceable-sliders
Fix traceable sliders incorrectly being opaque
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commit
70114584fa
@ -35,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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pathVersion.BindValueChanged(_ => Refresh());
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pathVersion.BindValueChanged(_ => Refresh());
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour = drawableObject.AccentColour.GetBoundCopy();
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accentColour.BindValueChanged(accent => updateAccentColour(skin, accent.NewValue), true);
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accentColour.BindValueChanged(accent => AccentColour = GetBodyAccentColour(skin, accent.NewValue), true);
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config?.BindWith(OsuRulesetSetting.SnakingInSliders, SnakingIn);
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config?.BindWith(OsuRulesetSetting.SnakingInSliders, SnakingIn);
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config?.BindWith(OsuRulesetSetting.SnakingOutSliders, configSnakingOut);
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config?.BindWith(OsuRulesetSetting.SnakingOutSliders, configSnakingOut);
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@ -62,7 +62,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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}
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}
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}
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}
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private void updateAccentColour(ISkinSource skin, Color4 defaultAccentColour)
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protected virtual Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour) =>
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=> AccentColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderTrackOverride)?.Value ?? defaultAccentColour;
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skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderTrackOverride)?.Value ?? hitObjectAccentColour;
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}
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}
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}
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}
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@ -17,7 +17,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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/// <summary>
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/// <summary>
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/// A <see cref="SliderBody"/> which changes its curve depending on the snaking progress.
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/// A <see cref="SliderBody"/> which changes its curve depending on the snaking progress.
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/// </summary>
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/// </summary>
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public class SnakingSliderBody : SliderBody, ISliderProgress
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public abstract class SnakingSliderBody : SliderBody, ISliderProgress
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{
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{
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public readonly List<Vector2> CurrentCurve = new List<Vector2>();
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public readonly List<Vector2> CurrentCurve = new List<Vector2>();
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@ -5,6 +5,7 @@ using System;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Skinning;
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using osu.Game.Utils;
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using osu.Game.Utils;
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using osuTK.Graphics;
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using osuTK.Graphics;
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@ -14,6 +15,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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{
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protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
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protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
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protected override Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour)
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{
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// legacy skins use a constant value for slider track alpha, regardless of the source colour.
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return base.GetBodyAccentColour(skin, hitObjectAccentColour).Opacity(0.7f);
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}
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private class LegacyDrawableSliderPath : DrawableSliderPath
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private class LegacyDrawableSliderPath : DrawableSliderPath
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{
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{
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private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
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private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
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@ -22,8 +29,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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// Roughly matches osu!stable's slider border portions.
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// Roughly matches osu!stable's slider border portions.
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=> base.CalculatedBorderPortion * 0.77f;
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=> base.CalculatedBorderPortion * 0.77f;
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public new Color4 AccentColour => new Color4(base.AccentColour.R, base.AccentColour.G, base.AccentColour.B, 0.7f);
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protected override Color4 ColourAt(float position)
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protected override Color4 ColourAt(float position)
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{
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{
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float realBorderPortion = shadow_portion + CalculatedBorderPortion;
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float realBorderPortion = shadow_portion + CalculatedBorderPortion;
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