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Minor refactorings and xmldoc additions
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@ -34,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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private void load(OsuConfigManager config, ISkinSource skinSource)
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{
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cursorSize = config.GetBindable<float>(OsuSetting.GameplayCursorSize).GetBoundCopy();
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Spin = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.CursorTrailRotate)?.Value ?? true;
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AllowPartRotation = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.CursorTrailRotate)?.Value ?? true;
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Texture = skin.GetTexture("cursortrail");
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@ -34,21 +34,24 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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/// </summary>
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protected virtual float FadeExponent => 1.7f;
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private int currentIndex;
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private IShader shader;
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private double timeOffset;
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private float time;
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protected bool Spin { get; set; }
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public float PartRotation { get; set; }
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/// <summary>
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/// The scale used on creation of a new trail part.
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/// </summary>
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public Vector2 NewPartScale = Vector2.One;
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public Vector2 NewPartScale { get; set; } = Vector2.One;
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private Anchor trailOrigin = Anchor.Centre;
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/// <summary>
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/// The rotation (in degrees) to apply to trail parts when <see cref="AllowPartRotation"/> is <c>true</c>.
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/// </summary>
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public float PartRotation { get; set; }
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/// <summary>
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/// Whether to rotate trail parts based on the value of <see cref="PartRotation"/>.
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/// </summary>
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protected bool AllowPartRotation { get; set; }
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/// <summary>
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/// The trail part texture origin.
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/// </summary>
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protected Anchor TrailOrigin
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{
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get => trailOrigin;
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@ -59,6 +62,13 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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}
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}
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private readonly TrailPart[] parts = new TrailPart[max_sprites];
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private Anchor trailOrigin = Anchor.Centre;
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private int currentIndex;
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private IShader shader;
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private double timeOffset;
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private float time;
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public CursorTrail()
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{
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// as we are currently very dependent on having a running clock, let's make our own clock for the time being.
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@ -242,7 +252,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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texture = Source.texture;
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time = Source.time;
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fadeExponent = Source.FadeExponent;
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angle = Source.Spin ? float.DegreesToRadians(Source.PartRotation) : 0;
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angle = Source.AllowPartRotation ? float.DegreesToRadians(Source.PartRotation) : 0;
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originPosition = Vector2.Zero;
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@ -296,7 +306,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = rotateAround(new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
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Position = rotateAround(
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new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y),
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part.Position, sin, cos),
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TexturePosition = textureRect.BottomLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.BottomLeft.Linear,
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@ -305,7 +317,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = rotateAround(new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
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Position = rotateAround(
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new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X,
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part.Position.Y + texture.DisplayHeight * (1 - originPosition.Y) * part.Scale.Y), part.Position, sin, cos),
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TexturePosition = textureRect.BottomRight,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.BottomRight.Linear,
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@ -314,7 +328,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = rotateAround(new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y), part.Position, sin, cos),
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Position = rotateAround(
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new Vector2(part.Position.X + texture.DisplayWidth * (1 - originPosition.X) * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
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part.Position, sin, cos),
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TexturePosition = textureRect.TopRight,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.TopRight.Linear,
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@ -323,7 +339,9 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
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vertexBatch.Add(new TexturedTrailVertex
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{
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Position = rotateAround(new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y), part.Position, sin, cos),
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Position = rotateAround(
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new Vector2(part.Position.X - texture.DisplayWidth * originPosition.X * part.Scale.X, part.Position.Y - texture.DisplayHeight * originPosition.Y * part.Scale.Y),
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part.Position, sin, cos),
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TexturePosition = textureRect.TopLeft,
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TextureRect = new Vector4(0, 0, 1, 1),
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Colour = DrawColourInfo.Colour.TopLeft.Linear,
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