mirror of
https://github.com/ppy/osu.git
synced 2025-01-14 03:25:11 +08:00
Fix taiko sample selection not updating when changing strong/rim type
This commit is contained in:
parent
7efaa37447
commit
8f3eb9a422
@ -42,6 +42,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
: base(hit)
|
||||
{
|
||||
FillMode = FillMode.Fit;
|
||||
|
||||
updateActionsFromType();
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
@ -50,21 +52,39 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
type = HitObject.TypeBindable.GetBoundCopy();
|
||||
type.BindValueChanged(_ =>
|
||||
{
|
||||
updateType();
|
||||
updateActionsFromType();
|
||||
|
||||
// will overwrite samples, should only be called on change.
|
||||
updateSamplesFromTypeChange();
|
||||
|
||||
RecreatePieces();
|
||||
});
|
||||
|
||||
updateType();
|
||||
}
|
||||
|
||||
private void updateType()
|
||||
private void updateSamplesFromTypeChange()
|
||||
{
|
||||
var rimSamples = HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE).ToArray();
|
||||
|
||||
bool isRimType = HitObject.Type == HitType.Rim;
|
||||
|
||||
if (isRimType != rimSamples.Any())
|
||||
{
|
||||
if (isRimType)
|
||||
HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_CLAP });
|
||||
else
|
||||
{
|
||||
foreach (var sample in rimSamples)
|
||||
HitObject.Samples.Remove(sample);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void updateActionsFromType()
|
||||
{
|
||||
HitActions =
|
||||
HitObject.Type == HitType.Centre
|
||||
? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
|
||||
: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
|
||||
|
||||
RecreatePieces();
|
||||
}
|
||||
|
||||
protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
|
||||
|
@ -141,7 +141,31 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
private void load()
|
||||
{
|
||||
isStrong = HitObject.IsStrongBindable.GetBoundCopy();
|
||||
isStrong.BindValueChanged(_ => RecreatePieces(), true);
|
||||
isStrong.BindValueChanged(_ =>
|
||||
{
|
||||
// will overwrite samples, should only be called on change.
|
||||
updateSamplesFromStrong();
|
||||
|
||||
RecreatePieces();
|
||||
});
|
||||
|
||||
RecreatePieces();
|
||||
}
|
||||
|
||||
private void updateSamplesFromStrong()
|
||||
{
|
||||
var strongSamples = HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_FINISH).ToArray();
|
||||
|
||||
if (isStrong.Value != strongSamples.Any())
|
||||
{
|
||||
if (isStrong.Value)
|
||||
HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_FINISH });
|
||||
else
|
||||
{
|
||||
foreach (var sample in strongSamples)
|
||||
HitObject.Samples.Remove(sample);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void RecreatePieces()
|
||||
@ -150,6 +174,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
|
||||
MainPiece?.Expire();
|
||||
Content.Add(MainPiece = CreateMainPiece());
|
||||
|
||||
LoadSamples();
|
||||
}
|
||||
|
||||
protected override void AddNestedHitObject(DrawableHitObject hitObject)
|
||||
|
Loading…
Reference in New Issue
Block a user