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Change PerformancePointsCounter
resolution requirements to be required
All other similar UI components have required dependencies, so this is mainly to bring things in line with expectations. I am using this fact in the skin editor to only show components which can be used in the current editor context (by `try-catch`ing their `Activator.CreateInstance`).
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@ -18,9 +18,11 @@ using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Skinning.Legacy;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osu.Game.Storyboards;
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using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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@ -37,6 +39,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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protected override bool HasCustomSteps => true;
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[Test]
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@ -14,6 +14,7 @@ using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -30,6 +31,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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// best way to check without exposing.
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private Drawable hideTarget => hudOverlay.KeyCounter;
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private FillFlowContainer<KeyCounter> keyCounterFlow => hudOverlay.KeyCounter.ChildrenOfType<FillFlowContainer<KeyCounter>>().First();
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@ -10,6 +10,7 @@ using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning.Editor;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -22,6 +23,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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[SetUpSteps]
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public void SetUpSteps()
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{
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@ -15,6 +15,7 @@ using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps;
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using osuTK.Input;
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namespace osu.Game.Tests.Visual.Gameplay
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@ -29,6 +30,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[Cached]
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private GameplayState gameplayState = new GameplayState(new TestBeatmap(new OsuRuleset().RulesetInfo), new OsuRuleset());
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private IEnumerable<HUDOverlay> hudOverlays => CreatedDrawables.OfType<HUDOverlay>();
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// best way to check without exposing.
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@ -42,12 +42,10 @@ namespace osu.Game.Screens.Play.HUD
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private const float alpha_when_invalid = 0.3f;
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[CanBeNull]
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[Resolved(CanBeNull = true)]
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[Resolved]
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private ScoreProcessor scoreProcessor { get; set; }
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[Resolved(CanBeNull = true)]
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[CanBeNull]
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[Resolved]
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private GameplayState gameplayState { get; set; }
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[CanBeNull]
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