mirror of
https://github.com/ppy/osu.git
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Apply NRT to many taiko classes
This commit is contained in:
parent
910dd3ad01
commit
bc3382f373
@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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|
@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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@ -19,7 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class LegacyCirclePiece : CompositeDrawable, IHasAccentColour
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{
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private Drawable backgroundLayer;
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private Drawable backgroundLayer = null!;
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// required for editor blueprints (not sure why these circle pieces are zero size).
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public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad;
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@ -32,7 +30,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin, DrawableHitObject drawableHitObject)
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{
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Drawable getDrawableFor(string lookup)
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Drawable? getDrawableFor(string lookup)
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{
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const string normal_hit = "taikohit";
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const string big_hit = "taikobig";
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@ -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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -28,11 +26,11 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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}
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private LegacyCirclePiece headCircle;
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private LegacyCirclePiece headCircle = null!;
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private Sprite body;
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private Sprite body = null!;
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private Sprite tailCircle;
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private Sprite tailCircle = null!;
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public LegacyDrumRoll()
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{
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@ -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 osu.Framework.Allocation;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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@ -1,9 +1,7 @@
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#nullable enable
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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 JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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@ -17,8 +15,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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private readonly Drawable sprite;
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[CanBeNull]
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private readonly Drawable strongSprite;
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private readonly Drawable? strongSprite;
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/// <summary>
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/// Creates a new legacy hit explosion.
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@ -29,7 +26,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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/// </remarks>
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/// <param name="sprite">The normal legacy explosion sprite.</param>
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/// <param name="strongSprite">The strong legacy explosion sprite.</param>
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public LegacyHitExplosion(Drawable sprite, [CanBeNull] Drawable strongSprite = null)
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public LegacyHitExplosion(Drawable sprite, Drawable? strongSprite = null)
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{
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this.sprite = sprite;
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this.strongSprite = strongSprite;
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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.Graphics;
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@ -20,9 +18,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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/// </summary>
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internal class LegacyInputDrum : Container
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{
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private Container content;
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private LegacyHalfDrum left;
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private LegacyHalfDrum right;
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private Container content = null!;
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private LegacyHalfDrum left = null!;
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private LegacyHalfDrum right = null!;
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public LegacyInputDrum()
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{
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@ -142,7 +140,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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Drawable target = null;
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Drawable? target = null;
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if (e.Action == CentreAction)
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{
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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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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@ -27,7 +25,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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}
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[BackgroundDependencyLoader(true)]
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private void load(GameplayState gameplayState)
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private void load(GameplayState? gameplayState)
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{
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if (gameplayState != null)
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((IBindable<JudgementResult>)LastResult).BindTo(gameplayState.LastJudgementResult);
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@ -91,8 +89,8 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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private class ScrollerSprite : CompositeDrawable
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{
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private Sprite passingSprite;
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private Sprite failingSprite;
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private Sprite passingSprite = null!;
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private Sprite failingSprite = null!;
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private bool passing = true;
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -15,7 +13,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class TaikoLegacyHitTarget : CompositeDrawable
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{
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private Container content;
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private Container content = null!;
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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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 osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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@ -16,7 +14,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class TaikoLegacyPlayfieldBackgroundRight : BeatSyncedContainer
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{
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private Sprite kiai;
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private Sprite kiai = null!;
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private bool kiaiDisplayed;
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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 osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko
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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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namespace osu.Game.Rulesets.Taiko
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{
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public enum TaikoSkinComponents
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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 osu.Framework.Allocation;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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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 osu.Framework.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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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.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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@ -24,7 +22,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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public readonly Bindable<JudgementResult> LastResult;
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private readonly Dictionary<TaikoMascotAnimationState, TaikoMascotAnimation> animations;
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private TaikoMascotAnimation currentAnimation;
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private TaikoMascotAnimation? currentAnimation;
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private bool lastObjectHit = true;
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private bool kiaiMode;
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@ -40,7 +39,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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[BackgroundDependencyLoader(true)]
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private void load(GameplayState gameplayState)
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private void load(GameplayState? gameplayState)
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{
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InternalChildren = new[]
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{
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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 osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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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.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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#nullable enable
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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 JetBrains.Annotations;
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using osuTK;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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@ -30,10 +28,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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private double? secondHitTime;
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[CanBeNull]
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public DrawableHitObject JudgedObject;
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public DrawableHitObject? JudgedObject;
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private SkinnableDrawable skinnable;
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private SkinnableDrawable skinnable = null!;
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/// <summary>
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/// This constructor only exists to meet the <c>new()</c> type constraint of <see cref="DrawablePool{T}"/>.
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@ -63,7 +60,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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skinnable.OnSkinChanged += runAnimation;
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}
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public void Apply([CanBeNull] DrawableHitObject drawableHitObject)
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public void Apply(DrawableHitObject? drawableHitObject)
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{
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JudgedObject = drawableHitObject;
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secondHitTime = null;
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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 osu.Framework.Graphics.Pooling;
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using osu.Game.Rulesets.Scoring;
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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 osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.UI
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -23,7 +21,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly HitType hitType;
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private SkinnableDrawable skinnable;
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private SkinnableDrawable skinnable = null!;
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public override double LifetimeStart => skinnable.Drawable.LifetimeStart;
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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 osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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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 osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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|
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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 osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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|
@ -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.Audio.Track;
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@ -120,7 +118,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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[BackgroundDependencyLoader]
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private void load(ISkinSource source)
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{
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ISkin skin = source.FindProvider(s => getAnimationFrame(s, TaikoMascotAnimationState.Clear, 0) != null);
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ISkin? skin = source.FindProvider(s => getAnimationFrame(s, TaikoMascotAnimationState.Clear, 0) != null);
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if (skin == null) return;
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@ -137,7 +135,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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private static Texture getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
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private static Texture? getAnimationFrame(ISkin skin, TaikoMascotAnimationState state, int frameIndex)
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{
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var texture = skin.GetTexture($"pippidon{state.ToString().ToLowerInvariant()}{frameIndex}");
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|
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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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namespace osu.Game.Rulesets.Taiko.UI
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{
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public enum TaikoMascotAnimationState
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|
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
|
@ -1,8 +1,6 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
#nullable disable
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.Taiko.Replays;
|
||||
|
Loading…
Reference in New Issue
Block a user