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Add more comprehensive inline comment

This commit is contained in:
Dean Herbert 2022-10-07 21:00:02 +09:00
parent d63f196626
commit e1e12f41e9

View File

@ -71,15 +71,14 @@ namespace osu.Game.Rulesets.Mania.UI
[BackgroundDependencyLoader]
private void load(GameHost host)
{
SkinnableDrawable keyArea;
skin.SourceChanged += onSourceChanged;
onSourceChanged();
Drawable background = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.ColumnBackground), _ => new DefaultColumnBackground())
{
RelativeSizeAxes = Axes.Both,
// This is pretty dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
Clock = host.UpdateThread.Clock,
ProcessCustomClock = false,
};
InternalChildren = new[]
@ -89,18 +88,18 @@ namespace osu.Game.Rulesets.Mania.UI
// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
background.CreateProxy(),
HitObjectArea,
new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.KeyArea), _ => new DefaultKeyArea())
keyArea = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.KeyArea), _ => new DefaultKeyArea())
{
RelativeSizeAxes = Axes.Both,
// This is pretty dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
Clock = host.UpdateThread.Clock,
ProcessCustomClock = false,
},
background,
TopLevelContainer,
new ColumnTouchInputArea(this)
};
applyGameWideClock(background);
applyGameWideClock(keyArea);
TopLevelContainer.Add(HitObjectArea.Explosions.CreateProxy());
RegisterPool<Note, DrawableNote>(10, 50);
@ -108,6 +107,18 @@ namespace osu.Game.Rulesets.Mania.UI
RegisterPool<HeadNote, DrawableHoldNoteHead>(10, 50);
RegisterPool<TailNote, DrawableHoldNoteTail>(10, 50);
RegisterPool<HoldNoteTick, DrawableHoldNoteTick>(50, 250);
// Some elements don't handle rewind correctly and fixing them is non-trivial.
// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide
// clock so they don't need to worry about rewind.
// This only works because they handle OnPressed/OnReleased which results in a correct state while rewinding.
//
// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
void applyGameWideClock(Drawable drawable)
{
drawable.Clock = host.UpdateThread.Clock;
drawable.ProcessCustomClock = false;
}
}
private void onSourceChanged()