remove storyboard region

This commit is contained in:
David Zhao 2019-07-09 16:50:37 +09:00
parent 1b5fadf93f
commit 5bb21ecae0
3 changed files with 11 additions and 15 deletions

View File

@ -35,7 +35,7 @@ protected override void LoadComplete()
protected override void ApplyFade()
{
// Storyboards cannot be blurred, so we should just hide the storyboard if it gets toggled.
// Storyboards cannot be blurred, so just hide the storyboard if it gets toggled.
DimContainer.FadeTo(!ShowStoryboard.Value || UserDimLevel.Value == 1 ? 0 : 1, BACKGROUND_FADE_DURATION, Easing.OutQuint);
}

View File

@ -106,7 +106,7 @@ protected override void LoadComplete()
}
/// <summary>
/// Apply non-dim related settings to the background, such as hiding and blurring.
/// Apply non-dim related settings to the content, such as hiding and blurring.
/// </summary>
/// <remarks>
/// While both backgrounds and storyboards allow user dim levels to be applied, storyboards can be toggled via <see cref="ShowStoryboard"/>

View File

@ -76,6 +76,15 @@ public class Player : ScreenWithBeatmapBackground
protected GameplayClockContainer GameplayClockContainer { get; private set; }
protected StoryboardContainer StoryboardContainer { get; private set; }
protected virtual StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new StoryboardContainer(storyboard)
{
RelativeSizeAxes = Axes.Both,
Alpha = 1,
EnableUserDim = { Value = true }
};
[Cached]
[Cached(Type = typeof(IBindable<IReadOnlyList<Mod>>))]
protected new readonly Bindable<IReadOnlyList<Mod>> Mods = new Bindable<IReadOnlyList<Mod>>(Array.Empty<Mod>());
@ -331,19 +340,6 @@ protected virtual ScoreInfo CreateScore()
protected virtual Results CreateResults(ScoreInfo score) => new SoloResults(score);
#region Storyboard
protected StoryboardContainer StoryboardContainer { get; private set; }
protected virtual StoryboardContainer CreateStoryboardContainer(Storyboard storyboard) => new StoryboardContainer(storyboard)
{
RelativeSizeAxes = Axes.Both,
Alpha = 1,
EnableUserDim = { Value = true }
};
#endregion
#region Fail Logic
protected FailOverlay FailOverlay { get; private set; }