Merge pull request #10595 from bdach/traceable-hide-hit-circles

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Dean Herbert 2020-10-26 10:30:32 +09:00 committed by GitHub
commit 38ca5548f4
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@ -6,6 +6,7 @@ using System.Linq;
using osu.Framework.Bindables;
using System.Collections.Generic;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
@ -38,20 +39,25 @@ namespace osu.Game.Rulesets.Osu.Mods
protected void ApplyTraceableState(DrawableHitObject drawable, ArmedState state)
{
if (!(drawable is DrawableOsuHitObject drawableOsu))
if (!(drawable is DrawableOsuHitObject))
return;
var h = drawableOsu.HitObject;
//todo: expose and hide spinner background somehow
switch (drawable)
{
case DrawableHitCircle circle:
// we only want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.CirclePiece.Hide();
applyCirclePieceState(circle, circle.CirclePiece);
break;
case DrawableSliderTail sliderTail:
applyCirclePieceState(sliderTail);
break;
case DrawableSliderRepeat sliderRepeat:
// show only the repeat arrow
applyCirclePieceState(sliderRepeat, sliderRepeat.CirclePiece);
break;
case DrawableSlider slider:
@ -61,6 +67,13 @@ namespace osu.Game.Rulesets.Osu.Mods
}
}
private void applyCirclePieceState(DrawableOsuHitObject hitObject, IDrawable hitCircle = null)
{
var h = hitObject.HitObject;
using (hitObject.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
(hitCircle ?? hitObject).Hide();
}
private void applySliderState(DrawableSlider slider)
{
((PlaySliderBody)slider.Body.Drawable).AccentColour = slider.AccentColour.Value.Opacity(0);