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70
osu.Desktop.VisualTests/Tests/TestCaseManiaPlayfield.cs
Normal file
70
osu.Desktop.VisualTests/Tests/TestCaseManiaPlayfield.cs
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@ -0,0 +1,70 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.Testing;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.UI;
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using System.Linq;
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using System;
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namespace osu.Desktop.VisualTests.Tests
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{
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internal class TestCaseManiaPlayfield : TestCase
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{
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public override string Description => @"Mania playfield";
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protected override double TimePerAction => 200;
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public override void Reset()
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{
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base.Reset();
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const int max_columns = 10;
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Action<int, SpecialColumnPosition> createPlayfield = (cols, pos) =>
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{
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Clear();
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Add(new ManiaPlayfield(cols)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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SpecialColumnPosition = pos
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});
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};
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for (int i = 1; i <= max_columns; i++)
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{
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int tempI = i;
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AddStep($"{i} column" + (i > 1 ? "s" : ""), () => createPlayfield(tempI, SpecialColumnPosition.Normal));
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AddStep("Trigger keys down", () => ((ManiaPlayfield)Children.First()).Columns.Children.ForEach(triggerKeyDown));
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AddStep("Trigger keys up", () => ((ManiaPlayfield)Children.First()).Columns.Children.ForEach(triggerKeyUp));
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AddStep("Left special style", () => createPlayfield(tempI, SpecialColumnPosition.Left));
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AddStep("Right special style", () => createPlayfield(tempI, SpecialColumnPosition.Right));
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}
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AddStep("Normal special style", () => createPlayfield(max_columns, SpecialColumnPosition.Normal));
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}
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private void triggerKeyDown(Column column)
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{
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column.TriggerKeyDown(new InputState(), new KeyDownEventArgs
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{
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Key = column.Key,
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Repeat = false
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});
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}
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private void triggerKeyUp(Column column)
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{
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column.TriggerKeyUp(new InputState(), new KeyUpEventArgs
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{
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Key = column.Key
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});
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}
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}
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}
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@ -190,6 +190,7 @@
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<Compile Include="Tests\TestCaseDrawings.cs" />
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<Compile Include="Tests\TestCaseDrawings.cs" />
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<Compile Include="Tests\TestCaseGamefield.cs" />
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<Compile Include="Tests\TestCaseGamefield.cs" />
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<Compile Include="Tests\TestCaseGraph.cs" />
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<Compile Include="Tests\TestCaseGraph.cs" />
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<Compile Include="Tests\TestCaseManiaPlayfield.cs" />
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<Compile Include="Tests\TestCaseMenuOverlays.cs" />
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<Compile Include="Tests\TestCaseMenuOverlays.cs" />
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<Compile Include="Tests\TestCaseMusicController.cs" />
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<Compile Include="Tests\TestCaseMusicController.cs" />
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<Compile Include="Tests\TestCaseNotificationManager.cs" />
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<Compile Include="Tests\TestCaseNotificationManager.cs" />
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202
osu.Game.Rulesets.Mania/UI/Column.cs
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202
osu.Game.Rulesets.Mania/UI/Column.cs
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@ -0,0 +1,202 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Input;
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using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class Column : Container, IHasAccentColour
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{
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private const float key_size = 50;
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private const float key_icon_size = 10;
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private const float key_icon_corner_radius = 3;
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private const float key_icon_border_radius = 2;
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private const float hit_target_height = 10;
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private const float hit_target_bar_height = 2;
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private const float column_width = 45;
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private const float special_column_width = 70;
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public Key Key;
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private readonly Box background;
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private readonly Container hitTargetBar;
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private readonly Container keyIcon;
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public Column()
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{
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RelativeSizeAxes = Axes.Y;
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Width = column_width;
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Children = new Drawable[]
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{
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background = new Box
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{
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Name = "Foreground",
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.2f
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},
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new FillFlowContainer
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{
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Name = "Key + hit target",
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Direction = FillDirection.Vertical,
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Children = new[]
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{
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new Container
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{
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Name = "Key",
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = key_size,
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Children = new Drawable[]
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{
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new Box
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{
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Name = "Key gradient",
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RelativeSizeAxes = Axes.Both,
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ColourInfo = ColourInfo.GradientVertical(Color4.Black, Color4.Black.Opacity(0)),
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Alpha = 0.5f
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},
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keyIcon = new Container
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{
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Name = "Key icon",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(key_icon_size),
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Masking = true,
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CornerRadius = key_icon_corner_radius,
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BorderThickness = 2,
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BorderColour = Color4.White, // Not true
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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}
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}
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}
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}
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},
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new Container
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{
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Name = "Hit target",
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = hit_target_height,
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Children = new Drawable[]
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{
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new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black
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},
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hitTargetBar = new Container
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{
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Name = "Bar",
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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RelativeSizeAxes = Axes.X,
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Height = hit_target_bar_height,
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both
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}
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}
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}
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}
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}
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}
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}
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};
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}
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private bool isSpecial;
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public bool IsSpecial
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{
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get { return isSpecial; }
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set
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{
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if (isSpecial == value)
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return;
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isSpecial = value;
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Width = isSpecial ? special_column_width : column_width;
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}
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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background.Colour = accentColour;
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hitTargetBar.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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keyIcon.EdgeEffect = new EdgeEffect
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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}
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}
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Key == Key && !args.Repeat)
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{
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background.FadeTo(background.Alpha + 0.2f, 50, EasingTypes.OutQuint);
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keyIcon.ScaleTo(1.4f, 50, EasingTypes.OutQuint);
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}
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return false;
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}
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|
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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|
{
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|
if (args.Key == Key)
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|
{
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background.FadeTo(0.2f, 800, EasingTypes.OutQuart);
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keyIcon.ScaleTo(1f, 400, EasingTypes.OutQuart);
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}
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return false;
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}
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}
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}
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@ -8,29 +8,153 @@ using osu.Game.Rulesets.UI;
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using OpenTK;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Mania.Judgements;
|
using osu.Game.Rulesets.Mania.Judgements;
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using osu.Framework.Graphics.Containers;
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using System;
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||||||
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
|
||||||
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using osu.Framework.Allocation;
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using OpenTK.Input;
|
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using System.Linq;
|
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using System.Collections.Generic;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Mania.UI
|
namespace osu.Game.Rulesets.Mania.UI
|
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{
|
{
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public class ManiaPlayfield : Playfield<ManiaBaseHit, ManiaJudgement>
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public class ManiaPlayfield : Playfield<ManiaBaseHit, ManiaJudgement>
|
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{
|
{
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public ManiaPlayfield(int columns)
|
/// <summary>
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/// Default column keys, expanding outwards from the middle as more column are added.
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/// E.g. 2 columns use FJ, 4 columns use DFJK, 6 use SDFJKL, etc...
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/// </summary>
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private static readonly Key[] default_keys = { Key.A, Key.S, Key.D, Key.F, Key.J, Key.K, Key.L, Key.Semicolon };
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|
|
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|
private SpecialColumnPosition specialColumnPosition;
|
||||||
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/// <summary>
|
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|
/// The style to use for the special column.
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||||||
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/// </summary>
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||||||
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public SpecialColumnPosition SpecialColumnPosition
|
||||||
{
|
{
|
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Size = new Vector2(0.8f, 1f);
|
get { return specialColumnPosition; }
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||||||
Anchor = Anchor.BottomCentre;
|
set
|
||||||
Origin = Anchor.BottomCentre;
|
{
|
||||||
|
if (IsLoaded)
|
||||||
|
throw new InvalidOperationException($"Setting {nameof(SpecialColumnPosition)} after the playfield is loaded requires re-creating the playfield.");
|
||||||
|
specialColumnPosition = value;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
Add(new Box { RelativeSizeAxes = Axes.Both, Alpha = 0.5f });
|
public readonly FlowContainer<Column> Columns;
|
||||||
|
|
||||||
for (int i = 0; i < columns; i++)
|
private List<Color4> normalColumnColours = new List<Color4>();
|
||||||
Add(new Box
|
private Color4 specialColumnColour;
|
||||||
|
|
||||||
|
private readonly int columnCount;
|
||||||
|
|
||||||
|
public ManiaPlayfield(int columnCount)
|
||||||
|
{
|
||||||
|
this.columnCount = columnCount;
|
||||||
|
|
||||||
|
if (columnCount <= 0)
|
||||||
|
throw new ArgumentException("Can't have zero or fewer columns.");
|
||||||
|
|
||||||
|
Children = new Drawable[]
|
||||||
|
{
|
||||||
|
new Container
|
||||||
{
|
{
|
||||||
|
Anchor = Anchor.Centre,
|
||||||
|
Origin = Anchor.Centre,
|
||||||
RelativeSizeAxes = Axes.Y,
|
RelativeSizeAxes = Axes.Y,
|
||||||
Size = new Vector2(2, 1),
|
AutoSizeAxes = Axes.X,
|
||||||
RelativePositionAxes = Axes.Both,
|
Children = new Drawable[]
|
||||||
Position = new Vector2((float)i / columns, 0),
|
{
|
||||||
Alpha = 0.5f,
|
new Box
|
||||||
Colour = Color4.Black
|
{
|
||||||
});
|
RelativeSizeAxes = Axes.Both,
|
||||||
|
Colour = Color4.Black
|
||||||
|
},
|
||||||
|
Columns = new FillFlowContainer<Column>
|
||||||
|
{
|
||||||
|
RelativeSizeAxes = Axes.Y,
|
||||||
|
AutoSizeAxes = Axes.X,
|
||||||
|
Direction = FillDirection.Horizontal,
|
||||||
|
Padding = new MarginPadding { Left = 1, Right = 1 },
|
||||||
|
Spacing = new Vector2(1, 0)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
for (int i = 0; i < columnCount; i++)
|
||||||
|
Columns.Add(new Column());
|
||||||
|
}
|
||||||
|
|
||||||
|
[BackgroundDependencyLoader]
|
||||||
|
private void load(OsuColour colours)
|
||||||
|
{
|
||||||
|
normalColumnColours = new List<Color4>
|
||||||
|
{
|
||||||
|
colours.RedDark,
|
||||||
|
colours.GreenDark
|
||||||
|
};
|
||||||
|
|
||||||
|
specialColumnColour = colours.BlueDark;
|
||||||
|
|
||||||
|
// Set the special column + colour + key
|
||||||
|
for (int i = 0; i < columnCount; i++)
|
||||||
|
{
|
||||||
|
Column column = Columns.Children.ElementAt(i);
|
||||||
|
column.IsSpecial = isSpecialColumn(i);
|
||||||
|
|
||||||
|
if (!column.IsSpecial)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
column.Key = Key.Space;
|
||||||
|
column.AccentColour = specialColumnColour;
|
||||||
|
}
|
||||||
|
|
||||||
|
var nonSpecialColumns = Columns.Children.Where(c => !c.IsSpecial).ToList();
|
||||||
|
|
||||||
|
// We'll set the colours of the non-special columns in a separate loop, because the non-special
|
||||||
|
// column colours are mirrored across their centre and special styles mess with this
|
||||||
|
for (int i = 0; i < Math.Ceiling(nonSpecialColumns.Count / 2f); i++)
|
||||||
|
{
|
||||||
|
Color4 colour = normalColumnColours[i % normalColumnColours.Count];
|
||||||
|
nonSpecialColumns[i].AccentColour = colour;
|
||||||
|
nonSpecialColumns[nonSpecialColumns.Count - 1 - i].AccentColour = colour;
|
||||||
|
}
|
||||||
|
|
||||||
|
// We'll set the keys for non-special columns in another separate loop because it's not mirrored like the above colours
|
||||||
|
// Todo: This needs to go when we get to bindings and use Button1, ..., ButtonN instead
|
||||||
|
for (int i = 0; i < nonSpecialColumns.Count; i++)
|
||||||
|
{
|
||||||
|
Column column = nonSpecialColumns[i];
|
||||||
|
|
||||||
|
int keyOffset = default_keys.Length / 2 - nonSpecialColumns.Count / 2 + i;
|
||||||
|
if (keyOffset >= 0 && keyOffset < default_keys.Length)
|
||||||
|
column.Key = default_keys[keyOffset];
|
||||||
|
else
|
||||||
|
// There is no default key defined for this column. Let's set this to Unknown for now
|
||||||
|
// however note that this will be gone after bindings are in place
|
||||||
|
column.Key = Key.Unknown;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether the column index is a special column for this playfield.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="column">The 0-based column index.</param>
|
||||||
|
/// <returns>Whether the column is a special column.</returns>
|
||||||
|
private bool isSpecialColumn(int column)
|
||||||
|
{
|
||||||
|
switch (SpecialColumnPosition)
|
||||||
|
{
|
||||||
|
default:
|
||||||
|
case SpecialColumnPosition.Normal:
|
||||||
|
return columnCount % 2 == 1 && column == columnCount / 2;
|
||||||
|
case SpecialColumnPosition.Left:
|
||||||
|
return column == 0;
|
||||||
|
case SpecialColumnPosition.Right:
|
||||||
|
return column == columnCount - 1;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
21
osu.Game.Rulesets.Mania/UI/SpecialColumnPosition.cs
Normal file
21
osu.Game.Rulesets.Mania/UI/SpecialColumnPosition.cs
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
|
namespace osu.Game.Rulesets.Mania.UI
|
||||||
|
{
|
||||||
|
public enum SpecialColumnPosition
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// The special column will lie in the center of the columns.
|
||||||
|
/// </summary>
|
||||||
|
Normal,
|
||||||
|
/// <summary>
|
||||||
|
/// The special column will lie to the left of the columns.
|
||||||
|
/// </summary>
|
||||||
|
Left,
|
||||||
|
/// <summary>
|
||||||
|
/// The special column will lie to the right of the columns.
|
||||||
|
/// </summary>
|
||||||
|
Right
|
||||||
|
}
|
||||||
|
}
|
@ -56,10 +56,12 @@
|
|||||||
<Compile Include="Objects\ManiaBaseHit.cs" />
|
<Compile Include="Objects\ManiaBaseHit.cs" />
|
||||||
<Compile Include="Objects\Note.cs" />
|
<Compile Include="Objects\Note.cs" />
|
||||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||||
|
<Compile Include="UI\Column.cs" />
|
||||||
<Compile Include="UI\ManiaHitRenderer.cs" />
|
<Compile Include="UI\ManiaHitRenderer.cs" />
|
||||||
<Compile Include="UI\ManiaPlayfield.cs" />
|
<Compile Include="UI\ManiaPlayfield.cs" />
|
||||||
<Compile Include="ManiaRuleset.cs" />
|
<Compile Include="ManiaRuleset.cs" />
|
||||||
<Compile Include="Mods\ManiaMod.cs" />
|
<Compile Include="Mods\ManiaMod.cs" />
|
||||||
|
<Compile Include="UI\SpecialColumnPosition.cs" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
<ProjectReference Include="..\osu-framework\osu.Framework\osu.Framework.csproj">
|
<ProjectReference Include="..\osu-framework\osu.Framework\osu.Framework.csproj">
|
||||||
|
@ -202,8 +202,6 @@ namespace osu.Game.Rulesets.UI
|
|||||||
protected HitRenderer(WorkingBeatmap beatmap)
|
protected HitRenderer(WorkingBeatmap beatmap)
|
||||||
: base(beatmap)
|
: base(beatmap)
|
||||||
{
|
{
|
||||||
KeyConversionInputManager.Add(Playfield = CreatePlayfield());
|
|
||||||
|
|
||||||
InputManager.Add(content = new Container
|
InputManager.Add(content = new Container
|
||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
@ -216,6 +214,8 @@ namespace osu.Game.Rulesets.UI
|
|||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
private void load()
|
private void load()
|
||||||
{
|
{
|
||||||
|
KeyConversionInputManager.Add(Playfield = CreatePlayfield());
|
||||||
|
|
||||||
loadObjects();
|
loadObjects();
|
||||||
|
|
||||||
if (InputManager?.ReplayInputHandler != null)
|
if (InputManager?.ReplayInputHandler != null)
|
||||||
|
Loading…
Reference in New Issue
Block a user