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Switch to SkinReloadableDrawable

This commit is contained in:
Sebastian Krajewski 2020-08-06 17:07:36 +02:00
parent 19a0eaade9
commit e0ae2b3ebf

View File

@ -14,11 +14,11 @@ using osu.Game.Skinning;
namespace osu.Game.Storyboards.Drawables
{
public class DrawableStoryboardSprite : Sprite, IFlippable, IVectorScalable
public class DrawableStoryboardSprite : SkinReloadableDrawable, IFlippable, IVectorScalable
{
public StoryboardSprite Sprite { get; }
private ISkinSource currentSkin;
private Sprite drawableSprite;
private TextureStore storyboardTextureStore;
@ -123,34 +123,28 @@ namespace osu.Game.Storyboards.Drawables
[BackgroundDependencyLoader]
private void load(ISkinSource skin, IBindable<WorkingBeatmap> beatmap, TextureStore textureStore)
{
if (skin != null)
InternalChild = drawableSprite = new Sprite
{
currentSkin = skin;
skin.SourceChanged += onChange;
}
Anchor = Anchor.Centre,
Origin = Anchor.Centre
};
storyboardTextureStore = textureStore;
texturePath = beatmap.Value.BeatmapSetInfo?.Files?.Find(f => f.Filename.Equals(Sprite.Path, StringComparison.OrdinalIgnoreCase))?.FileInfo.StoragePath;
skinChanged();
Sprite.ApplyTransforms(this);
}
private void onChange() =>
// schedule required to avoid calls after disposed.
// note that this has the side-effect of components only performing a possible texture change when they are alive.
Scheduler.AddOnce(skinChanged);
private void skinChanged()
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
var newTexture = currentSkin?.GetTexture(Sprite.Path) ?? storyboardTextureStore?.Get(texturePath);
base.SkinChanged(skin, allowFallback);
var newTexture = skin?.GetTexture(Sprite.Path) ?? storyboardTextureStore?.Get(texturePath);
if (Texture == newTexture) return;
if (drawableSprite.Texture == newTexture) return;
Size = Vector2.Zero; // Sprite size needs to be recalculated (e.g. aspect ratio of combo number textures may differ between skins)
Texture = newTexture;
drawableSprite.Size = Vector2.Zero; // Sprite size needs to be recalculated (e.g. aspect ratio of combo number textures may differ between skins)
drawableSprite.Texture = newTexture;
}
}
}