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Use automatic state logic for mania ruleset (#5844)

Use automatic state logic for mania ruleset
This commit is contained in:
Dean Herbert 2019-08-27 13:20:39 +09:00 committed by GitHub
commit 8b8c747ad5
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 22 additions and 16 deletions

View File

@ -69,7 +69,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
Alpha = 0.2f; Alpha = 0.2f;
} }
protected override void UpdateState(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)
{ {
} }
} }

View File

@ -8,6 +8,7 @@ using osu.Framework.Graphics;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces; using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings; using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Rulesets.UI.Scrolling;
@ -104,6 +105,12 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2; bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
} }
protected override void UpdateStateTransforms(ArmedState state)
{
using (BeginDelayedSequence(HitObject.Duration, true))
base.UpdateStateTransforms(state);
}
protected void BeginHold() protected void BeginHold()
{ {
holdStartTime = Time.Current; holdStartTime = Time.Current;

View File

@ -45,24 +45,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
{ {
Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre; Anchor = Origin = e.NewValue == ScrollingDirection.Up ? Anchor.TopCentre : Anchor.BottomCentre;
} }
}
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject protected override void UpdateInitialTransforms() => this.FadeIn();
where TObject : ManiaHitObject
protected override void UpdateStateTransforms(ArmedState state)
{ {
public new readonly TObject HitObject;
protected DrawableManiaHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
protected override bool UseTransformStateManagement => false;
protected override void UpdateState(ArmedState state)
{
// TODO: update to use new state management.
switch (state) switch (state)
{ {
case ArmedState.Miss: case ArmedState.Miss:
@ -75,4 +62,16 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
} }
} }
} }
public abstract class DrawableManiaHitObject<TObject> : DrawableManiaHitObject
where TObject : ManiaHitObject
{
public new readonly TObject HitObject;
protected DrawableManiaHitObject(TObject hitObject)
: base(hitObject)
{
HitObject = hitObject;
}
}
} }