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mirror of https://github.com/ppy/osu.git synced 2024-09-21 16:07:24 +08:00

Remove "hide combo counter on break time" feature for being too complex

The combo counter will be hidden at most one second after the break has started anyways, so why not just remove this feature if the way of implementing it is complicated to be merged within the legacy counter implementation.
This commit is contained in:
Salman Ahmed 2020-09-21 14:25:36 +03:00
parent 1e09d8fd1a
commit bfe332909c
4 changed files with 0 additions and 41 deletions

View File

@ -3,8 +3,6 @@
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Rulesets.Catch.Objects;
@ -12,7 +10,6 @@ using osu.Game.Rulesets.Catch.Objects.Drawables;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osuTK;
using osuTK.Graphics;
@ -21,20 +18,9 @@ namespace osu.Game.Rulesets.Catch.Tests
public class TestSceneComboCounter : CatchSkinnableTestScene
{
private ScoreProcessor scoreProcessor;
private GameplayBeatmap gameplayBeatmap;
private readonly Bindable<bool> isBreakTime = new BindableBool();
private Color4 judgedObjectColour = Color4.White;
[BackgroundDependencyLoader]
private void load()
{
gameplayBeatmap = new GameplayBeatmap(CreateBeatmapForSkinProvider());
gameplayBeatmap.IsBreakTime.BindTo(isBreakTime);
Dependencies.Cache(gameplayBeatmap);
Add(gameplayBeatmap);
}
[SetUp]
public void SetUp() => Schedule(() =>
{
@ -54,7 +40,6 @@ namespace osu.Game.Rulesets.Catch.Tests
AddRepeatStep("perform hit", () => performJudgement(HitResult.Perfect), 20);
AddStep("perform miss", () => performJudgement(HitResult.Miss));
AddToggleStep("toggle gameplay break", v => isBreakTime.Value = v);
AddStep("randomize judged object colour", () =>
{
judgedObjectColour = new Color4(

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@ -1,12 +1,9 @@
// 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.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
@ -47,23 +44,6 @@ namespace osu.Game.Rulesets.Catch.Skinning
};
}
private IBindable<bool> isBreakTime;
[Resolved(canBeNull: true)]
private GameplayBeatmap beatmap { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
isBreakTime = beatmap?.IsBreakTime.GetBoundCopy();
isBreakTime?.BindValueChanged(b =>
{
if (b.NewValue)
this.FadeOut(400.0, Easing.OutQuint);
});
}
public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);

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@ -16,11 +16,6 @@ namespace osu.Game.Screens.Play
{
public readonly IBeatmap PlayableBeatmap;
/// <summary>
/// Whether the gameplay is currently in a break.
/// </summary>
public IBindable<bool> IsBreakTime { get; } = new Bindable<bool>();
public GameplayBeatmap(IBeatmap playableBeatmap)
{
PlayableBeatmap = playableBeatmap;

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@ -632,7 +632,6 @@ namespace osu.Game.Screens.Play
// bind component bindables.
Background.IsBreakTime.BindTo(breakTracker.IsBreakTime);
gameplayBeatmap.IsBreakTime.BindTo(breakTracker.IsBreakTime);
DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
Background.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);