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https://github.com/ppy/osu
synced 2024-12-13 18:37:04 +00:00
Remove downwards dependency from HUDOverlay
to HealthDisplay
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parent
4be15cfc5a
commit
8e226319e2
@ -3,6 +3,7 @@
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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@ -16,6 +17,8 @@ namespace osu.Game.Screens.Play.HUD
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/// </summary>
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public abstract class HealthDisplay : Container
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{
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private Bindable<bool> showHealthbar;
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[Resolved]
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protected HealthProcessor HealthProcessor { get; private set; }
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@ -29,12 +32,18 @@ namespace osu.Game.Screens.Play.HUD
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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[BackgroundDependencyLoader(true)]
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private void load(HUDOverlay hud)
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{
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Current.BindTo(HealthProcessor.Health);
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HealthProcessor.NewJudgement += onNewJudgement;
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if (hud != null)
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{
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showHealthbar = hud.ShowHealthbar.GetBoundCopy();
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showHealthbar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true);
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}
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}
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private void onNewJudgement(JudgementResult judgement)
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@ -36,7 +36,6 @@ namespace osu.Game.Screens.Play
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public readonly KeyCounterDisplay KeyCounter;
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public readonly SkinnableScoreCounter ScoreCounter;
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public readonly SkinnableAccuracyCounter AccuracyCounter;
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public readonly SkinnableHealthDisplay HealthDisplay;
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public readonly SongProgress Progress;
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public readonly ModDisplay ModDisplay;
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public readonly HoldForMenuButton HoldToQuit;
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@ -96,7 +95,7 @@ namespace osu.Game.Screens.Play
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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HealthDisplay = CreateHealthDisplay(),
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CreateHealthDisplay(),
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AccuracyCounter = CreateAccuracyCounter(),
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ScoreCounter = CreateScoreCounter(),
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CreateComboCounter(),
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@ -185,7 +184,6 @@ namespace osu.Game.Screens.Play
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{
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base.LoadComplete();
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ShowHealthbar.BindValueChanged(healthBar => HealthDisplay.FadeTo(healthBar.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING), true);
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ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING)));
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IsBreakTime.BindValueChanged(_ => updateVisibility());
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