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This is important when using dynamic compiling to rapidly iterate. Until we actually split projects out into pieces (like the abstract ruleset project we have talked about) there is no advantage to using internal in the osu! game code.
29 lines
987 B
C#
29 lines
987 B
C#
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Graphics;
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namespace osu.Game.Rulesets.Timing
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{
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/// <summary>
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/// A <see cref="ScrollingContainer"/> which scrolls linearly relative to the <see cref="MultiplierControlPoint"/> start time.
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/// </summary>
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public class LinearScrollingContainer : ScrollingContainer
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{
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private readonly MultiplierControlPoint controlPoint;
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public LinearScrollingContainer(MultiplierControlPoint controlPoint)
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{
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this.controlPoint = controlPoint;
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}
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protected override void Update()
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{
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base.Update();
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if ((ScrollingAxes & Axes.X) > 0) X = (float)(controlPoint.StartTime - Time.Current);
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if ((ScrollingAxes & Axes.Y) > 0) Y = (float)(controlPoint.StartTime - Time.Current);
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}
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}
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}
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