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0d21c0e49c
I added this for future usage, but it turns out I can get the definitions directly from `ManiaBeatmap`.
48 lines
1.5 KiB
C#
48 lines
1.5 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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{
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/// <summary>
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/// A <see cref="CompositeDrawable"/> which is placed somewhere within a <see cref="Column"/>.
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/// </summary>
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public class LegacyManiaColumnElement : CompositeDrawable
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{
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[Resolved]
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protected Column Column { get; private set; }
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[Resolved]
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private StageDefinition stage { get; set; }
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/// <summary>
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/// The column type identifier to use for texture lookups, in the case of no user-provided configuration.
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/// </summary>
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protected string FallbackColumnIndex { get; private set; }
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[BackgroundDependencyLoader]
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private void load()
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{
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if (Column.IsSpecial)
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FallbackColumnIndex = "S";
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else
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{
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int distanceToEdge = Math.Min(Column.Index, (stage.Columns - 1) - Column.Index);
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FallbackColumnIndex = distanceToEdge % 2 == 0 ? "1" : "2";
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}
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}
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protected IBindable<T> GetColumnSkinConfig<T>(ISkin skin, LegacyManiaSkinConfigurationLookups lookup)
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=> skin.GetManiaSkinConfig<T>(lookup, Column.Index);
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}
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}
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