osu/osu.Game.Rulesets.Osu
Dean Herbert 6628ab5190 Refactor to avoid DI / event flow
There's always one active smoke segment and it's the direct child of
`SmokeContainer`. This can be simplified as such.
2022-10-05 18:37:14 +09:00
..
Beatmaps
Configuration
Difficulty Use the `StackedEndPosition` to determine the jump distance in the `FlashlightEvaluator`. 2022-09-26 14:06:35 +02:00
Edit Always use Parent.ToScreenSpace() in PathControlPointVisualiser 2022-09-21 18:56:22 +02:00
Judgements
Mods Removes unnecessary setting sources specifications 2022-09-27 09:25:58 -04:00
Objects Merge pull request #20510 from sw1tchbl4d3r/high_bpm_judgements 2022-09-28 17:49:35 +09:00
Properties
Replays Show smoke in replays 2022-09-18 17:55:06 -07:00
Resources/Testing/Beatmaps
Scoring
Skinning Refactor to avoid DI / event flow 2022-10-05 18:37:14 +09:00
Statistics
UI Refactor to avoid DI / event flow 2022-10-05 18:37:14 +09:00
Utils Refactor `IsHitObjectOnBeat` to be understandable 2022-09-09 18:00:51 +09:00
OsuInputManager.cs Fix test and spawn smoke immediately 2022-09-19 10:16:05 -07:00
OsuRuleset.cs Merge branch 'master' into smoke 2022-10-03 21:29:42 +09:00
OsuSkinComponent.cs
OsuSkinComponents.cs Rename classes to better emphasise that `Smoke` is a single trail segment 2022-10-05 18:29:16 +09:00
osu.Game.Rulesets.Osu.csproj