Allow specifying two sprites for legacy hit explosions

This commit is contained in:
Bartłomiej Dach 2020-09-27 15:29:04 +02:00
parent deb207001a
commit d5f1d94b51
1 changed files with 26 additions and 3 deletions

View File

@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
@ -8,14 +9,36 @@ namespace osu.Game.Rulesets.Taiko.Skinning
{
public class LegacyHitExplosion : CompositeDrawable
{
public LegacyHitExplosion(Drawable sprite)
{
InternalChild = sprite;
private readonly Drawable sprite;
private readonly Drawable strongSprite;
/// <summary>
/// Creates a new legacy hit explosion.
/// </summary>
/// <remarks>
/// Contrary to stable's, this implementation doesn't require a frame-perfect hit
/// for the strong sprite to be displayed.
/// </remarks>
/// <param name="sprite">The normal legacy explosion sprite.</param>
/// <param name="strongSprite">The strong legacy explosion sprite.</param>
public LegacyHitExplosion(Drawable sprite, Drawable strongSprite = null)
{
this.sprite = sprite;
this.strongSprite = strongSprite;
}
[BackgroundDependencyLoader]
private void load()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
AddInternal(sprite);
if (strongSprite != null)
AddInternal(strongSprite.With(s => s.Alpha = 0));
}
protected override void LoadComplete()