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mirror of https://github.com/ppy/osu.git synced 2024-12-14 02:22:59 +08:00

Naming and documentation improvements

This commit is contained in:
Dean Herbert 2019-07-22 15:33:12 +09:00
parent 91f86adb66
commit be170b4124
7 changed files with 37 additions and 26 deletions

View File

@ -128,16 +128,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = result);
}
protected override void UpdatePreemptState()
protected override void UpdateInitialTransforms()
{
base.UpdatePreemptState();
base.UpdateInitialTransforms();
ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
ApproachCircle.Expire(true);
}
protected override void UpdateCurrentState(ArmedState state)
protected override void UpdateStateTransforms(ArmedState state)
{
glow.FadeOut(400);

View File

@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
protected override void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadeIn);
protected override void UpdateInitialTransforms() => this.FadeIn(HitObject.TimeFadeIn);
private OsuInputManager osuActionInputManager;
internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);

View File

@ -47,7 +47,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss);
}
protected override void UpdatePreemptState()
protected override void UpdateInitialTransforms()
{
animDuration = Math.Min(150, repeatPoint.SpanDuration / 2);
@ -57,7 +57,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
);
}
protected override void UpdateCurrentState(ArmedState state)
protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{

View File

@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
});
}
protected override void UpdateCurrentState(ArmedState state)
protected override void UpdateStateTransforms(ArmedState state)
{
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);

View File

@ -55,13 +55,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
ApplyResult(r => r.Type = Tracking ? HitResult.Great : HitResult.Miss);
}
protected override void UpdatePreemptState()
protected override void UpdateInitialTransforms()
{
this.FadeOut().FadeIn(ANIM_DURATION);
this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
}
protected override void UpdateCurrentState(ArmedState state)
protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{

View File

@ -196,9 +196,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
symbol.RotateTo(Disc.Rotation / 2, 500, Easing.OutQuint);
}
protected override void UpdatePreemptState()
protected override void UpdateInitialTransforms()
{
base.UpdatePreemptState();
base.UpdateInitialTransforms();
circleContainer.ScaleTo(Spinner.Scale * 0.3f);
circleContainer.ScaleTo(Spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
@ -213,7 +213,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
.ScaleTo(1, 500, Easing.OutQuint);
}
protected override void UpdateCurrentState(ArmedState state)
protected override void UpdateStateTransforms(ArmedState state)
{
var sequence = this.Delay(Spinner.Duration).FadeOut(160);

View File

@ -118,8 +118,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
}
}
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
protected override void LoadComplete()
{
base.LoadComplete();
@ -136,8 +134,19 @@ namespace osu.Game.Rulesets.Objects.Drawables
}, true);
}
#region State / Transform Management
/// <summary>
/// Enables automatic transform management of this hitobject. Implementation of transforms should be done in <see cref="UpdateInitialTransforms"/> and <see cref="UpdateStateTransforms"/> only. Rewinding and removing previous states is done automatically.
/// </summary>
/// <remarks>
/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
/// is offered as a compatibility layer until all rulesets have been migrated across.
/// </remarks>
protected virtual bool UseTransformStateManagement => false;
protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
private void updateState(ArmedState state)
{
if (UseTransformStateManagement)
@ -149,13 +158,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
using (BeginAbsoluteSequence(transformTime, true))
{
UpdatePreemptState();
UpdateInitialTransforms();
var judgementOffset = Math.Min(HitObject.HitWindows?.HalfWindowFor(HitResult.Miss) ?? double.MaxValue, Result?.TimeOffset ?? 0);
using (BeginDelayedSequence(InitialLifetimeOffset + judgementOffset, true))
{
UpdateCurrentState(state);
UpdateStateTransforms(state);
State.Value = state;
}
}
@ -168,19 +177,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
UpdateState(state);
}
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
protected virtual void UpdatePreemptState()
protected virtual void UpdateInitialTransforms()
{
}
protected virtual void UpdateCurrentState(ArmedState state)
protected virtual void UpdateStateTransforms(ArmedState state)
{
}
@ -200,6 +201,16 @@ namespace osu.Game.Rulesets.Objects.Drawables
{
}
#endregion
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
if (HitObject is IHasComboInformation combo)
AccentColour.Value = skin.GetValue<SkinConfiguration, Color4?>(s => s.ComboColours.Count > 0 ? s.ComboColours[combo.ComboIndex % s.ComboColours.Count] : (Color4?)null) ?? Color4.White;
}
/// <summary>
/// Bind to apply a custom state which can override the default implementation.
/// </summary>