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ac5c55bd2c
Instead, skin pieces compute visual representation from `IndexInBeatmap`.
49 lines
1.6 KiB
C#
49 lines
1.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Catch.Objects;
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namespace osu.Game.Rulesets.Catch.Skinning.Default
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{
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internal class FruitPiece : CatchHitObjectPiece
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{
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/// <summary>
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/// Because we're adding a border around the fruit, we need to scale down some.
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/// </summary>
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public const float RADIUS_ADJUST = 1.1f;
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public readonly Bindable<FruitVisualRepresentation> VisualRepresentation = new Bindable<FruitVisualRepresentation>();
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protected override BorderPiece BorderPiece { get; }
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protected override HyperBorderPiece HyperBorderPiece { get; }
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public FruitPiece()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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new FruitPulpFormation
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{
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AccentColour = { BindTarget = AccentColour },
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VisualRepresentation = { BindTarget = VisualRepresentation }
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},
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BorderPiece = new BorderPiece(),
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HyperBorderPiece = new HyperBorderPiece()
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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IndexInBeatmap.BindValueChanged(index =>
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{
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VisualRepresentation.Value = Fruit.GetVisualRepresentation(index.NewValue);
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}, true);
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}
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}
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}
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