mirror of https://github.com/ppy/osu
Simplify code
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@ -61,11 +61,13 @@ public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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OsuHitObject firstObject = drawableRuleset.Beatmap.HitObjects.Where(o => o is Spinner || o is Slider || o is HitCircle).First();
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OsuHitObject firstObject = drawableRuleset.Beatmap.HitObjects.First();
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// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
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// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
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bubbleSize = (float)firstObject.Radius * 1.90f;
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bubbleFade = firstObject.TimePreempt * 2;
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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