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Mark the property as nullable and add some assert check.
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parent
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commit
860e9d42ff
@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.Taiko.UI;
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@ -10,7 +11,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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{
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{
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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{
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{
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private DrawableTaikoRuleset drawableTaikoRuleset;
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private DrawableTaikoRuleset? drawableTaikoRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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{
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@ -23,6 +24,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public void Update(Playfield playfield)
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public void Update(Playfield playfield)
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{
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{
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Debug.Assert(drawableTaikoRuleset != null);
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// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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const float scroll_rate = 10;
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Layout;
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using osu.Framework.Layout;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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@ -36,9 +37,9 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override float DefaultFlashlightSize => 250;
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public override float DefaultFlashlightSize => 250;
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protected override Flashlight CreateFlashlight() => new TaikoFlashlight(this, playfield);
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protected override Flashlight CreateFlashlight() => new TaikoFlashlight(this, playfield.AsNonNull());
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private TaikoPlayfield playfield;
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private TaikoPlayfield? playfield;
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public override void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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public override void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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{
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using System.Diagnostics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects;
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@ -30,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Mods
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/// </summary>
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/// </summary>
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private const float fade_out_duration = 0.375f;
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private const float fade_out_duration = 0.375f;
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private DrawableTaikoRuleset drawableRuleset;
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private DrawableTaikoRuleset? drawableRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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{
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@ -44,6 +45,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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Debug.Assert(drawableRuleset != null);
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switch (hitObject)
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switch (hitObject)
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{
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{
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case DrawableDrumRollTick:
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case DrawableDrumRollTick:
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