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Tidy up Player's container loading logic
Fixes drawable ruleset being loaded before skin sources are finished, by loading them as a separate operation (to avoid children being loaded first).
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db987c6077
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@ -45,12 +45,11 @@ namespace osu.Game.Rulesets.Osu.Tests
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private Drawable createProvider(Skin skin, Func<Drawable> creationFunction)
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{
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var mainProvider = new SkinProvidingContainer(skin) { RelativeSizeAxes = Axes.Both };
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var mainProvider = new SkinProvidingContainer(skin);
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return mainProvider
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.WithChild(new SkinProvidingContainer(Ruleset.Value.CreateInstance().CreateLegacySkinProvider(mainProvider))
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{
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RelativeSizeAxes = Axes.Both,
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Child = creationFunction()
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});
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}
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@ -44,7 +44,6 @@ namespace osu.Game.Rulesets.Osu.UI
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// Todo: Remove when hitobjects are properly pooled
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new SkinProvidingContainer(null)
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{
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RelativeSizeAxes = Axes.Both,
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Child = HitObjectContainer,
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},
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approachCircles = new ApproachCircleProxyContainer
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@ -123,30 +123,53 @@ namespace osu.Game.Screens.Play
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InternalChild = GameplayClockContainer = new GameplayClockContainer(working, Mods.Value, DrawableRuleset.GameplayStartTime);
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SkinProvidingContainer skinProvidingContainer = new BeatmapSkinProvidingContainer(working.Skin)
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{
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RelativeSizeAxes = Axes.Both,
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};
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addUnderlayComponents(GameplayClockContainer);
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addGameplayComponents(GameplayClockContainer, working);
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addOverlayComponents(GameplayClockContainer, working);
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GameplayClockContainer.Children = new[]
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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}
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private void addUnderlayComponents(Container target)
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{
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target.Add(DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both });
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}
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private void addGameplayComponents(Container target, WorkingBeatmap working)
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{
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var beatmapSkinProvider = new BeatmapSkinProvidingContainer(working.Skin);
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// the beatmapSkinProvider is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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var rulesetSkinProvider = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider));
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// load the skinning hierarchy first.
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// this is intentionally done in two stages to ensure things are in a loaded state before exposing the ruleset to skin sources.
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target.Add(new ScalingContainer(ScalingMode.Gameplay)
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.WithChild(beatmapSkinProvider
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.WithChild(target = rulesetSkinProvider)));
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target.AddRange(new Drawable[]
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{
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DrawableRuleset,
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new ComboEffects(ScoreProcessor)
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});
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}
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private void addOverlayComponents(Container target, WorkingBeatmap working)
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{
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target.AddRange(new[]
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{
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DimmableStoryboard = new DimmableStoryboard(Beatmap.Value.Storyboard) { RelativeSizeAxes = Axes.Both },
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new ScalingContainer(ScalingMode.Gameplay)
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{
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Child = skinProvidingContainer.WithChild(
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// the skinProvidingContainer is used as the fallback source here to allow the ruleset-specific skin implementation
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// full access to all skin sources.
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new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(skinProvidingContainer))
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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DrawableRuleset,
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new ComboEffects(ScoreProcessor)
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}
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}
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)
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},
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breakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, ScoreProcessor)
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{
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Anchor = Anchor.Centre,
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@ -205,19 +228,7 @@ namespace osu.Game.Screens.Play
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},
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},
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failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
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};
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DrawableRuleset.HasReplayLoaded.BindValueChanged(e => HUDOverlay.HoldToQuit.PauseOnFocusLost = !e.NewValue && PauseOnFocusLost, true);
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// bind clock into components that require it
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DrawableRuleset.IsPaused.BindTo(GameplayClockContainer.IsPaused);
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// Bind ScoreProcessor to ourselves
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ScoreProcessor.AllJudged += onCompletion;
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ScoreProcessor.Failed += onFail;
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foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
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mod.ApplyToScoreProcessor(ScoreProcessor);
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});
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}
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private WorkingBeatmap loadBeatmap()
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@ -32,6 +32,8 @@ namespace osu.Game.Skinning
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public SkinProvidingContainer(ISkin skin)
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{
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this.skin = skin;
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RelativeSizeAxes = Axes.Both;
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}
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public Drawable GetDrawableComponent(string componentName)
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