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Merge pull request #10530 from peppy/fix-catch-dual-combo-counter
Fix osu!catch showing two combo counters for legacy skins
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commit
b7c12ff61e
@ -13,6 +13,11 @@ namespace osu.Game.Rulesets.Catch.Skinning
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{
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public class CatchLegacySkinTransformer : LegacySkinTransformer
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{
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/// <summary>
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/// For simplicity, let's use legacy combo font texture existence as a way to identify legacy skins from default.
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/// </summary>
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private bool providesComboCounter => this.HasFont(GetConfig<LegacySetting, string>(LegacySetting.ComboPrefix)?.Value ?? "score");
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public CatchLegacySkinTransformer(ISkinSource source)
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: base(source)
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{
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@ -20,6 +25,16 @@ namespace osu.Game.Rulesets.Catch.Skinning
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public override Drawable GetDrawableComponent(ISkinComponent component)
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{
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if (component is HUDSkinComponent hudComponent)
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{
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switch (hudComponent.Component)
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{
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case HUDSkinComponents.ComboCounter:
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// catch may provide its own combo counter; hide the default.
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return providesComboCounter ? Drawable.Empty() : null;
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}
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}
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if (!(component is CatchSkinComponent catchSkinComponent))
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return null;
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@ -55,10 +70,8 @@ namespace osu.Game.Rulesets.Catch.Skinning
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this.GetAnimation("fruit-ryuuta", true, true, true);
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case CatchSkinComponents.CatchComboCounter:
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var comboFont = GetConfig<LegacySetting, string>(LegacySetting.ComboPrefix)?.Value ?? "score";
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// For simplicity, let's use legacy combo font texture existence as a way to identify legacy skins from default.
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if (this.HasFont(comboFont))
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if (providesComboCounter)
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return new LegacyCatchComboCounter(Source);
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break;
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@ -221,8 +221,12 @@ namespace osu.Game.Screens.Play
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createGameplayComponents(Beatmap.Value, playableBeatmap)
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});
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// also give the HUD a ruleset container to allow rulesets to potentially override HUD elements (used to disable combo counters etc.)
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// we may want to limit this in the future to disallow rulesets from outright replacing elements the user expects to be there.
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var hudRulesetContainer = new SkinProvidingContainer(ruleset.CreateLegacySkinProvider(beatmapSkinProvider, playableBeatmap));
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// add the overlay components as a separate step as they proxy some elements from the above underlay/gameplay components.
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GameplayClockContainer.Add(createOverlayComponents(Beatmap.Value));
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GameplayClockContainer.Add(hudRulesetContainer.WithChild(createOverlayComponents(Beatmap.Value)));
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if (!DrawableRuleset.AllowGameplayOverlays)
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{
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