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Slightly improve comments more
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@ -18,8 +18,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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public abstract class LegacySpinner : CompositeDrawable
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{
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/// <remarks>
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/// All constant spinner coordinates are in osu!stable's gamefield space, which is shifted 16px downwards.
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/// This offset is negated in both osu!stable and osu!lazer to bring all constant coordinates into window-space.
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/// All constants are in osu!stable's gamefield space, which is shifted 16px downwards.
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/// This offset is negated in both osu!stable and osu!lazer to bring all constants into window-space.
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/// Note: SPINNER_Y_CENTRE + SPINNER_TOP_OFFSET - Position.Y = 240 (=480/2, or half the window-space in osu!stable)
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/// </remarks>
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protected const float SPINNER_TOP_OFFSET = 45f - 16f;
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@ -36,15 +36,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject, ISkinSource source)
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{
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// legacy spinners relied heavily on absolute screen-space coordinate values.
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// wrap everything in a container simulating absolute coords to preserve alignment
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// as there are skins that depend on it.
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Size = new Vector2(640, 480);
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// osu!stable positions components of the spinner in window-space (as opposed to gamefield-space).
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// in lazer, the gamefield-space transformation is applied in OsuPlayfieldAdjustmentContainer, which is inverted here to bring coordinates back into window-space.
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// osu!stable positions spinner components in window-space (as opposed to gamefield-space). This is a 640x480 area taking up the entire screen.
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// In lazer, the gamefield-space positional transformation is applied in OsuPlayfieldAdjustmentContainer, which is inverted here to make this area take up the entire window space.
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Size = new Vector2(640, 480);
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Position = new Vector2(0, -8f);
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DrawableSpinner = (DrawableSpinner)drawableHitObject;
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