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Flip default to the preferred method going forward
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@ -58,8 +58,11 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
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ApplyResult(r => r.Type = CheckPosition.Invoke(HitObject) ? HitResult.Perfect : HitResult.Miss);
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}
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protected override bool UseTransformStateManagement => false;
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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using (BeginAbsoluteSequence(HitObject.StartTime - HitObject.TimePreempt))
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this.FadeIn(200);
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@ -58,8 +58,11 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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HitObject = hitObject;
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}
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protected override bool UseTransformStateManagement => false;
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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switch (state)
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{
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case ArmedState.Miss:
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@ -34,8 +34,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void ClearInternal(bool disposeChildren = true) => shakeContainer.Clear(disposeChildren);
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protected override bool RemoveInternal(Drawable drawable) => shakeContainer.Remove(drawable);
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protected override bool UseTransformStateManagement => true;
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protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;
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protected override void UpdateInitialTransforms() => this.FadeIn(HitObject.TimeFadeIn);
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@ -94,6 +94,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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// TODO: update to use new state management.
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var circlePiece = MainPiece as CirclePiece;
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circlePiece?.FlashBox.FinishTransforms();
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@ -121,6 +121,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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}
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}
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protected override bool UseTransformStateManagement => false;
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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@ -143,7 +143,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// Going forward, this is the preferred way of implementing <see cref="DrawableHitObject"/>s. Previous functionality
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/// is offered as a compatibility layer until all rulesets have been migrated across.
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/// </remarks>
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protected virtual bool UseTransformStateManagement => false;
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protected virtual bool UseTransformStateManagement => true;
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protected override void ClearInternal(bool disposeChildren = true) => throw new InvalidOperationException($"Should never clear a {nameof(DrawableHitObject)}");
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