mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 09:17:51 +08:00
Inline input drum proxying logic
This commit is contained in:
parent
b84a3b7834
commit
f48533b8a2
@ -63,27 +63,27 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
Container leftArea;
|
||||
inputDrum = new InputDrum(HitObjectContainer)
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
AutoSizeAxes = Axes.X,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
};
|
||||
|
||||
InternalChildren = new[]
|
||||
{
|
||||
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
|
||||
leftArea = new Container
|
||||
new Container
|
||||
{
|
||||
Name = "Left overlay",
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
FillMode = FillMode.Fit,
|
||||
BorderColour = colours.Gray0,
|
||||
Children = new Drawable[]
|
||||
Children = new[]
|
||||
{
|
||||
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
|
||||
inputDrum = new InputDrum(HitObjectContainer)
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft,
|
||||
AutoSizeAxes = Axes.X,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
},
|
||||
inputDrum.CreateProxy(),
|
||||
}
|
||||
},
|
||||
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
|
||||
@ -161,15 +161,11 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
drumRollHitContainer.CreateProxy(),
|
||||
// this is added at the end of the hierarchy to receive input before taiko objects.
|
||||
// but is proxied below everything to not cover visual effects such as hit explosions.
|
||||
inputDrum,
|
||||
};
|
||||
|
||||
// to prioritise receiving key presses on input drum before objects, move input drum to the end of the hierarchy...
|
||||
leftArea.Remove(inputDrum);
|
||||
AddInternal(inputDrum);
|
||||
|
||||
// ...and create a proxy to keep the input drum displayed behind the playfield elements.
|
||||
leftArea.Add(inputDrum.CreateProxy());
|
||||
|
||||
RegisterPool<Hit, DrawableHit>(50);
|
||||
RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user