mirror of
https://github.com/ppy/osu.git
synced 2025-01-13 14:12:56 +08:00
Share logic with other rulesets (and make default)
This commit is contained in:
parent
9752dbf950
commit
9a98f39f06
@ -60,7 +60,7 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
|
|||||||
|
|
||||||
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
||||||
|
|
||||||
protected override void UpdateInitialTransforms() => this.FadeIn(200);
|
protected override void UpdateInitialTransforms() => this.FadeInFromZero(200);
|
||||||
|
|
||||||
protected override void UpdateStateTransforms(ArmedState state)
|
protected override void UpdateStateTransforms(ArmedState state)
|
||||||
{
|
{
|
||||||
|
@ -46,8 +46,6 @@ 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;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void UpdateInitialTransforms() => this.FadeIn();
|
|
||||||
|
|
||||||
protected override void UpdateStateTransforms(ArmedState state)
|
protected override void UpdateStateTransforms(ArmedState state)
|
||||||
{
|
{
|
||||||
switch (state)
|
switch (state)
|
||||||
|
@ -36,8 +36,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
|||||||
|
|
||||||
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
|
||||||
|
|
||||||
protected override void UpdateInitialTransforms() => this.FadeInFromZero();
|
|
||||||
|
|
||||||
private OsuInputManager osuActionInputManager;
|
private OsuInputManager osuActionInputManager;
|
||||||
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
|
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
|
||||||
|
|
||||||
|
@ -78,8 +78,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
|||||||
public abstract bool OnPressed(TaikoAction action);
|
public abstract bool OnPressed(TaikoAction action);
|
||||||
public virtual bool OnReleased(TaikoAction action) => false;
|
public virtual bool OnReleased(TaikoAction action) => false;
|
||||||
|
|
||||||
protected override void UpdateInitialTransforms() => this.FadeIn();
|
|
||||||
|
|
||||||
public override double LifetimeStart
|
public override double LifetimeStart
|
||||||
{
|
{
|
||||||
get => base.LifetimeStart;
|
get => base.LifetimeStart;
|
||||||
|
@ -7,6 +7,7 @@ using System.Linq;
|
|||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Extensions.TypeExtensions;
|
using osu.Framework.Extensions.TypeExtensions;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Graphics.Primitives;
|
using osu.Framework.Graphics.Primitives;
|
||||||
using osu.Game.Audio;
|
using osu.Game.Audio;
|
||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
@ -186,6 +187,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
|
/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
|
||||||
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
|
/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeStart"/> for convenience.
|
||||||
|
///
|
||||||
|
/// By default this will fade in the object from zero with no duration.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <remarks>
|
/// <remarks>
|
||||||
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
|
/// This is called once before every <see cref="UpdateStateTransforms"/>. This is to ensure a good state in the case
|
||||||
@ -193,6 +196,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
|||||||
/// </remarks>
|
/// </remarks>
|
||||||
protected virtual void UpdateInitialTransforms()
|
protected virtual void UpdateInitialTransforms()
|
||||||
{
|
{
|
||||||
|
this.FadeInFromZero();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
Loading…
Reference in New Issue
Block a user