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Add removal dates
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Mods
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/// Can be used to skip spinners, for instance.
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/// Can be used to skip spinners, for instance.
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/// </summary>
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/// </summary>
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/// <param name="hitObject">The hitobject to check.</param>
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/// <param name="hitObject">The hitobject to check.</param>
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[Obsolete("Use IsFirstAdjustableObject() instead.")]
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[Obsolete("Use IsFirstAdjustableObject() instead.")] // Can be removed 20210506
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Mods
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/// </summary>
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyIncreasedVisibilityState() instead.")]
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[Obsolete("Use ApplyIncreasedVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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}
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}
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@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Mods
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/// </summary>
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyNormalVisibilityState() instead.")]
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[Obsolete("Use ApplyNormalVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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}
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}
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