private void load(DrawableSentakkiRuleset drawableRuleset, SentakkiRulesetConfigManager sentakkiRulesetConfigManager) { drawableSentakkiRuleset = drawableRuleset; sentakkiRulesetConfig = sentakkiRulesetConfigManager; RegisterPool <Objects.Touch, DrawableTouch>(8); }
public SentakkiHitObjectLifetimeEntry(HitObject hitObject, SentakkiRulesetConfigManager configManager, DrawableSentakkiRuleset senRuleset) : base(hitObject) { sentakkiConfigs = configManager; drawableRuleset = senRuleset; bindAnimationDuration(); AnimationDurationBindable.BindValueChanged(x => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset, true); }
private void load(DrawableSentakkiRuleset drawableRuleset, SentakkiRulesetConfigManager sentakkiRulesetConfigManager) { drawableSentakkiRuleset = drawableRuleset; sentakkiRulesetConfig = sentakkiRulesetConfigManager; RegisterPool <Tap, DrawableTap>(8); RegisterPool <Hold, DrawableHold>(8); RegisterPool <Hold.HoldHead, DrawableHoldHead>(8); RegisterPool <Slide, DrawableSlide>(2); RegisterPool <SlideTap, DrawableSlideTap>(2); RegisterPool <SlideBody, DrawableSlideBody>(2); RegisterPool <SlideBody.SlideNode, DrawableSlideNode>(18); RegisterPool <ScorePaddingObject, DrawableScorePaddingObject>(20); }
private void load(DrawableSentakkiRuleset drawableRuleset) { drawableSentakkiRuleset = drawableRuleset; }
private void load(SentakkiRulesetConfigManager settings, OsuColour colours, DrawableSentakkiRuleset ruleset, IAPIProvider api, SkinManager skinManager) { FillAspectRatio = 1; FillMode = FillMode.Fit; RelativeSizeAxes = Axes.Both; Size = new Vector2(.99f); Anchor = Anchor.Centre; Origin = Anchor.Centre; Child = visualisation = new LogoVisualisation { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, }; user = api.LocalUser.GetBoundCopy(); skin = skinManager.CurrentSkin.GetBoundCopy(); user.ValueChanged += _ => colorOption.TriggerChange(); skin.BindValueChanged(_ => colorOption.TriggerChange(), true); settings?.BindWith(SentakkiRulesetSettings.KiaiEffects, kiaiEffect); kiaiEffect.TriggerChange(); settings?.BindWith(SentakkiRulesetSettings.RingColor, colorOption); // I know that these colors should directly affect AccentColour, but the outcome is not desireable with certain colors // Instead, I'll just change the main drawable color to retain the better looking transparency with all colors. // AccentColour is being forced to be White to counter the LogoVisualisation's bindables // Definitely needs cleaner code to do this, perhaps another Visualisation class... colorOption.BindValueChanged(option => { if (option.NewValue == ColorOption.Default) { visualisation.FadeColour(Color4.White, 200); visualisation.AccentColour = Color4.White.Opacity(.2f); } else if (option.NewValue == ColorOption.Difficulty) { visualisation.FadeColour(colours.ForDifficultyRating(ruleset?.Beatmap.BeatmapInfo.DifficultyRating ?? DifficultyRating.Normal, true), 200); visualisation.AccentColour = Color4.White.Opacity(.2f); } else if (option.NewValue == ColorOption.Skin) { visualisation.FadeColour(skin.Value.GetConfig <GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? Color4.White, 200); visualisation.AccentColour = Color4.White.Opacity(.2f); } }); }
public SentakkiReplayRecorder(Score score, DrawableSentakkiRuleset ruleset) : base(score) { drawableRuleset = ruleset; }