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Merge pull request #28739 from peppy/fix-skin-fallbacks
Fix incorrect skin fallback order when beatmap skin is present
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commit
aaef5c189d
@ -1,8 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -17,9 +15,9 @@ namespace osu.Game.Skinning
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/// </summary>
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public partial class BeatmapSkinProvidingContainer : SkinProvidingContainer
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{
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private Bindable<bool> beatmapSkins;
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private Bindable<bool> beatmapColours;
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private Bindable<bool> beatmapHitsounds;
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private Bindable<bool> beatmapSkins = null!;
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private Bindable<bool> beatmapColours = null!;
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private Bindable<bool> beatmapHitsounds = null!;
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protected override bool AllowConfigurationLookup
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{
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@ -68,11 +66,15 @@ namespace osu.Game.Skinning
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}
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private readonly ISkin skin;
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private readonly ISkin? classicFallback;
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public BeatmapSkinProvidingContainer(ISkin skin)
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private Bindable<Skin> currentSkin = null!;
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public BeatmapSkinProvidingContainer(ISkin skin, ISkin? classicFallback = null)
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: base(skin)
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{
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this.skin = skin;
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this.classicFallback = classicFallback;
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}
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protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
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@ -93,15 +95,27 @@ namespace osu.Game.Skinning
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beatmapColours.BindValueChanged(_ => TriggerSourceChanged());
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beatmapHitsounds.BindValueChanged(_ => TriggerSourceChanged());
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// If the beatmap skin looks to have skinnable resources, add the default classic skin as a fallback opportunity.
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if (skin is LegacySkinTransformer legacySkin && legacySkin.IsProvidingLegacyResources)
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currentSkin = skins.CurrentSkin.GetBoundCopy();
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currentSkin.BindValueChanged(_ =>
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{
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SetSources(new[]
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{
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skin,
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skins.DefaultClassicSkin
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});
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}
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bool userSkinIsLegacy = skins.CurrentSkin.Value is LegacySkin;
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bool beatmapProvidingResources = skin is LegacySkinTransformer legacySkin && legacySkin.IsProvidingLegacyResources;
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// Some beatmaps provide a limited selection of skin elements to add some visual flair.
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// In stable, these elements will take lookup priority over the selected skin (whether that be a user skin or default).
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//
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// To replicate this we need to pay special attention to the fallback order.
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// If a user has a non-legacy skin (argon, triangles) selected, the game won't normally fall back to a legacy skin.
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// In turn this can create an unexpected visual experience.
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//
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// So here, check what skin the user has selected. If it's already a legacy skin then we don't need to do anything special.
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// If it isn't, we insert the classic default. Note that this is only done if the beatmap seems to be providing skin elements,
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// as we only want to override the user's (non-legacy) skin choice when required for beatmap skin visuals.
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if (!userSkinIsLegacy && beatmapProvidingResources && classicFallback != null)
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SetSources(new[] { skin, classicFallback });
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else
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SetSources(new[] { skin });
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}, true);
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}
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}
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}
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@ -28,25 +28,33 @@ namespace osu.Game.Skinning
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protected readonly Ruleset Ruleset;
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protected readonly IBeatmap Beatmap;
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[CanBeNull]
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private readonly ISkin beatmapSkin;
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/// <remarks>
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/// This container already re-exposes all parent <see cref="ISkinSource"/> sources in a ruleset-usable form.
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/// Therefore disallow falling back to any parent <see cref="ISkinSource"/> any further.
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/// </remarks>
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protected override bool AllowFallingBackToParent => false;
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protected override Container<Drawable> Content { get; }
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protected override Container<Drawable> Content { get; } = new Container
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{
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RelativeSizeAxes = Axes.Both,
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};
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public RulesetSkinProvidingContainer(Ruleset ruleset, IBeatmap beatmap, [CanBeNull] ISkin beatmapSkin)
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{
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Ruleset = ruleset;
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Beatmap = beatmap;
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this.beatmapSkin = beatmapSkin;
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}
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InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin))
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[BackgroundDependencyLoader]
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private void load(SkinManager skinManager)
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{
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InternalChild = new BeatmapSkinProvidingContainer(GetRulesetTransformedSkin(beatmapSkin), GetRulesetTransformedSkin(skinManager.DefaultClassicSkin))
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{
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Child = Content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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}
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Child = Content,
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};
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}
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@ -7,6 +7,7 @@ using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -201,7 +202,10 @@ namespace osu.Game.Skinning
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source.SourceChanged -= TriggerSourceChanged;
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}
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skinSources = sources.Select(skin => (skin, new DisableableSkinSource(skin, this))).ToArray();
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skinSources = sources
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// Shouldn't be required after NRT is applied to all calling sources.
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.Where(skin => skin.IsNotNull())
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.Select(skin => (skin, new DisableableSkinSource(skin, this))).ToArray();
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foreach (var skin in skinSources)
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{
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