Always place spinners behind hitcircles/sliders

This commit is contained in:
smoogipoo 2020-08-05 15:40:45 +09:00
parent b582e9caa4
commit 24bc9b33b1

View File

@ -23,7 +23,8 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
public class OsuPlayfield : Playfield public class OsuPlayfield : Playfield
{ {
private readonly ApproachCircleProxyContainer approachCircles; private readonly ProxyContainer approachCircles;
private readonly ProxyContainer spinnerProxies;
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer; private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
private readonly FollowPointRenderer followPoints; private readonly FollowPointRenderer followPoints;
private readonly OrderedHitPolicy hitPolicy; private readonly OrderedHitPolicy hitPolicy;
@ -38,6 +39,10 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
spinnerProxies = new ProxyContainer
{
RelativeSizeAxes = Axes.Both
},
followPoints = new FollowPointRenderer followPoints = new FollowPointRenderer
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
@ -54,7 +59,7 @@ namespace osu.Game.Rulesets.Osu.UI
{ {
Child = HitObjectContainer, Child = HitObjectContainer,
}, },
approachCircles = new ApproachCircleProxyContainer approachCircles = new ProxyContainer
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Depth = -1, Depth = -1,
@ -76,6 +81,9 @@ namespace osu.Game.Rulesets.Osu.UI
h.OnNewResult += onNewResult; h.OnNewResult += onNewResult;
h.OnLoadComplete += d => h.OnLoadComplete += d =>
{ {
if (d is DrawableSpinner)
spinnerProxies.Add(d.CreateProxy());
if (d is IDrawableHitObjectWithProxiedApproach c) if (d is IDrawableHitObjectWithProxiedApproach c)
approachCircles.Add(c.ProxiedLayer.CreateProxy()); approachCircles.Add(c.ProxiedLayer.CreateProxy());
}; };
@ -113,9 +121,9 @@ namespace osu.Game.Rulesets.Osu.UI
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos); public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
private class ApproachCircleProxyContainer : LifetimeManagementContainer private class ProxyContainer : LifetimeManagementContainer
{ {
public void Add(Drawable approachCircleProxy) => AddInternal(approachCircleProxy); public void Add(Drawable proxy) => AddInternal(proxy);
} }
private class DrawableJudgementPool : DrawablePool<DrawableOsuJudgement> private class DrawableJudgementPool : DrawablePool<DrawableOsuJudgement>