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Update usages
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@ -117,6 +117,8 @@ namespace osu.Game.Rulesets.UI
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable) => throw new NotSupportedException();
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public void RemoveAdjustment(AdjustableProperty type, BindableNumber<double> adjustBindable) => throw new NotSupportedException();
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public void RemoveAllAdjustments(AdjustableProperty type) => throw new NotSupportedException();
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public BindableNumber<double> Volume => throw new NotSupportedException();
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public BindableNumber<double> Volume => throw new NotSupportedException();
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public BindableNumber<double> Balance => throw new NotSupportedException();
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public BindableNumber<double> Balance => throw new NotSupportedException();
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@ -4,6 +4,7 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.IEnumerableExtensions;
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@ -149,28 +150,28 @@ namespace osu.Game.Skinning
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/// Smoothly adjusts <see cref="Volume"/> over time.
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/// Smoothly adjusts <see cref="Volume"/> over time.
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/// </summary>
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
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public TransformSequence<AudioContainer<DrawableSample>> VolumeTo(double newVolume, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.VolumeTo(newVolume, duration, easing);
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samplesContainer.VolumeTo(newVolume, duration, easing);
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/// <summary>
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/// <summary>
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/// Smoothly adjusts <see cref="Balance"/> over time.
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/// Smoothly adjusts <see cref="Balance"/> over time.
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/// </summary>
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
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public TransformSequence<AudioContainer<DrawableSample>> BalanceTo(double newBalance, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.BalanceTo(newBalance, duration, easing);
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samplesContainer.BalanceTo(newBalance, duration, easing);
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/// <summary>
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/// <summary>
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/// Smoothly adjusts <see cref="Frequency"/> over time.
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/// Smoothly adjusts <see cref="Frequency"/> over time.
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/// </summary>
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
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public TransformSequence<AudioContainer<DrawableSample>> FrequencyTo(double newFrequency, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.FrequencyTo(newFrequency, duration, easing);
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samplesContainer.FrequencyTo(newFrequency, duration, easing);
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/// <summary>
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/// <summary>
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/// Smoothly adjusts <see cref="Tempo"/> over time.
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/// Smoothly adjusts <see cref="Tempo"/> over time.
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/// </summary>
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/// </summary>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
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public TransformSequence<DrawableAudioWrapper> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
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public TransformSequence<AudioContainer<DrawableSample>> TempoTo(double newTempo, double duration = 0, Easing easing = Easing.None) =>
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samplesContainer.TempoTo(newTempo, duration, easing);
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samplesContainer.TempoTo(newTempo, duration, easing);
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#endregion
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#endregion
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