Rewrite catch combo counter hide logic

This commit is contained in:
Salman Ahmed 2021-05-30 14:20:03 +03:00
parent fb81e5133f
commit 60b781701f

View File

@ -29,20 +29,17 @@ namespace osu.Game.Rulesets.Catch.Skinning.Legacy
switch (targetComponent.Target) switch (targetComponent.Target)
{ {
case SkinnableTarget.MainHUDComponents: case SkinnableTarget.MainHUDComponents:
if (!providesComboCounter) var components = Source.GetDrawableComponent(component) as SkinnableTargetComponentsContainer;
break;
if (Source.GetDrawableComponent(component) is SkinnableTargetComponentsContainer components) if (providesComboCounter && components != null)
{ {
// catch may provide its own combo counter; hide the default. // catch may provide its own combo counter; hide the default.
// todo: this should be done in an elegant way per ruleset, defining which HUD skin components should be displayed. // todo: this should be done in an elegant way per ruleset, defining which HUD skin components should be displayed.
foreach (var legacyComboCounter in components.OfType<LegacyComboCounter>()) foreach (var legacyComboCounter in components.OfType<LegacyComboCounter>())
legacyComboCounter.ContentVisible = false; legacyComboCounter.ContentVisible = false;
return components;
} }
break; return components;
} }
} }