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Merge pull request #27079 from smoogipoo/tcm-resume
Add delayed resume for taiko/catch/mania
This commit is contained in:
commit
0589924dc6
@ -16,6 +16,8 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.UI
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namespace osu.Game.Rulesets.Catch.UI
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{
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{
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@ -52,5 +54,7 @@ namespace osu.Game.Rulesets.Catch.UI
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protected override PassThroughInputManager CreateInputManager() => new CatchInputManager(Ruleset.RulesetInfo);
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protected override PassThroughInputManager CreateInputManager() => new CatchInputManager(Ruleset.RulesetInfo);
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public override DrawableHitObject<CatchHitObject>? CreateDrawableRepresentation(CatchHitObject h) => null;
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public override DrawableHitObject<CatchHitObject>? CreateDrawableRepresentation(CatchHitObject h) => null;
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protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay { Scale = new Vector2(0.65f) };
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}
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}
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}
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}
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@ -26,6 +26,7 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.UI
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namespace osu.Game.Rulesets.Mania.UI
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@ -164,6 +165,8 @@ namespace osu.Game.Rulesets.Mania.UI
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new ManiaReplayRecorder(score);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new ManiaReplayRecorder(score);
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protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
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protected override void Dispose(bool isDisposing)
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protected override void Dispose(bool isDisposing)
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{
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{
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base.Dispose(isDisposing);
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base.Dispose(isDisposing);
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@ -6,11 +6,11 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Cursor;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Gameplay;
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using osu.Game.Tests.Visual;
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using osu.Game.Tests.Visual;
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public partial class TestSceneResumeOverlay : OsuManualInputManagerTestScene
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public partial class TestSceneResumeOverlay : OsuManualInputManagerTestScene
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{
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{
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private ManualOsuInputManager osuInputManager = null!;
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private ManualOsuInputManager osuInputManager = null!;
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private CursorContainer cursor = null!;
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private GameplayCursorContainer cursor = null!;
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private ResumeOverlay resume = null!;
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private ResumeOverlay resume = null!;
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private bool resumeFired;
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private bool resumeFired;
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@ -99,7 +99,17 @@ namespace osu.Game.Rulesets.Osu.Tests
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private void loadContent()
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private void loadContent()
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{
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{
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Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo) { Children = new Drawable[] { cursor = new CursorContainer(), resume = new OsuResumeOverlay { GameplayCursor = cursor }, } };
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Child = osuInputManager = new ManualOsuInputManager(new OsuRuleset().RulesetInfo)
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{
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Children = new Drawable[]
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{
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cursor = new GameplayCursorContainer(),
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resume = new OsuResumeOverlay
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{
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GameplayCursor = cursor
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},
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}
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};
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resumeFired = false;
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resumeFired = false;
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resume.ResumeAction = () => resumeFired = true;
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resume.ResumeAction = () => resumeFired = true;
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@ -39,6 +39,13 @@ namespace osu.Game.Rulesets.Osu.UI
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protected override void PopIn()
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protected override void PopIn()
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{
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{
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// Can't display if the cursor is outside the window.
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if (GameplayCursor.LastFrameState == Visibility.Hidden || !Contains(GameplayCursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))
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{
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Resume();
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return;
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}
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base.PopIn();
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base.PopIn();
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GameplayCursor.ActiveCursor.Hide();
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GameplayCursor.ActiveCursor.Hide();
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@ -116,5 +116,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
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protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
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}
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}
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}
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}
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@ -0,0 +1,44 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Gameplay;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneDelayedResumeOverlay : OsuTestScene
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{
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private ResumeOverlay resume = null!;
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private bool resumeFired;
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[Cached]
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private GameplayState gameplayState;
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public TestSceneDelayedResumeOverlay()
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{
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gameplayState = TestGameplayState.Create(new OsuRuleset());
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}
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[SetUp]
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public void SetUp() => Schedule(loadContent);
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[Test]
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public void TestResume()
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{
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AddStep("show", () => resume.Show());
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AddUntilStep("dismissed", () => resumeFired && resume.State.Value == Visibility.Hidden);
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}
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private void loadContent()
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{
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Child = resume = new DelayedResumeOverlay();
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resumeFired = false;
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resume.ResumeAction = () => resumeFired = true;
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}
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}
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}
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@ -240,7 +240,7 @@ namespace osu.Game.Rulesets.UI
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public override void RequestResume(Action continueResume)
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public override void RequestResume(Action continueResume)
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{
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{
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if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
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if (ResumeOverlay != null && UseResumeOverlay)
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{
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{
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.GameplayCursor = Cursor;
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ResumeOverlay.ResumeAction = continueResume;
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ResumeOverlay.ResumeAction = continueResume;
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196
osu.Game/Screens/Play/DelayedResumeOverlay.cs
Normal file
196
osu.Game/Screens/Play/DelayedResumeOverlay.cs
Normal file
@ -0,0 +1,196 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Localisation;
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using osu.Framework.Threading;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays;
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using osuTK;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Simple <see cref="ResumeOverlay"/> that resumes after a short delay.
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/// </summary>
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public partial class DelayedResumeOverlay : ResumeOverlay
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{
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// todo: this shouldn't define its own colour provider, but nothing in Player screen does, so let's do that for now.
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private readonly OverlayColourProvider colourProvider = new OverlayColourProvider(OverlayColourScheme.Blue);
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private const float outer_size = 200;
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private const float inner_size = 150;
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private const float progress_stroke_width = 7;
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private const float progress_size = inner_size + progress_stroke_width / 2f;
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private const double countdown_time = 2000;
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protected override LocalisableString Message => string.Empty;
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private ScheduledDelegate? scheduledResume;
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private int? countdownCount;
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private double countdownStartTime;
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private bool countdownComplete;
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private Drawable outerContent = null!;
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private Container innerContent = null!;
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private Container countdownComponents = null!;
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private Drawable countdownBackground = null!;
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private SpriteText countdownText = null!;
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private CircularProgress countdownProgress = null!;
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private Sample? sampleCountdown;
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public DelayedResumeOverlay()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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Add(outerContent = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(outer_size),
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Colour = colourProvider.Background6,
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});
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Add(innerContent = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new[]
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{
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countdownBackground = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(inner_size),
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Colour = colourProvider.Background4,
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},
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countdownComponents = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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countdownProgress = new CircularProgress
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(progress_size),
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InnerRadius = progress_stroke_width / progress_size,
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RoundedCaps = true
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},
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countdownText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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UseFullGlyphHeight = false,
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AlwaysPresent = true,
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Font = OsuFont.Torus.With(size: 70, weight: FontWeight.Light)
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}
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}
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}
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}
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});
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sampleCountdown = audio.Samples.Get(@"Gameplay/resume-countdown");
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}
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protected override void PopIn()
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{
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this.FadeIn();
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// The transition effects.
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outerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 200, Easing.OutQuint);
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innerContent.FadeIn().ScaleTo(Vector2.Zero).Then().ScaleTo(Vector2.One, 400, Easing.OutElasticHalf);
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countdownComponents.FadeOut().Delay(50).FadeTo(1, 100);
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// Reset states for various components.
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countdownBackground.FadeIn();
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countdownText.FadeIn();
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countdownProgress.FadeIn().ScaleTo(1);
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countdownComplete = false;
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countdownCount = null;
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countdownStartTime = Time.Current;
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scheduledResume?.Cancel();
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scheduledResume = Scheduler.AddDelayed(() =>
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{
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countdownComplete = true;
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Resume();
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}, countdown_time);
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}
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protected override void PopOut()
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{
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this.Delay(300).FadeOut();
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outerContent.FadeOut();
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countdownBackground.FadeOut();
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countdownText.FadeOut();
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if (countdownComplete)
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{
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countdownProgress.ScaleTo(2f, 300, Easing.OutQuint);
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countdownProgress.FadeOut(300, Easing.OutQuint);
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}
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else
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countdownProgress.FadeOut();
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scheduledResume?.Cancel();
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}
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protected override void Update()
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{
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base.Update();
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updateCountdown();
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}
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private void updateCountdown()
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{
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double amountTimePassed = Math.Min(countdown_time, Time.Current - countdownStartTime) / countdown_time;
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int newCount = 3 - (int)Math.Floor(amountTimePassed * 3);
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countdownProgress.Progress = amountTimePassed;
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countdownProgress.InnerRadius = progress_stroke_width / progress_size / countdownProgress.Scale.X;
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if (countdownCount != newCount)
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{
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if (newCount > 0)
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{
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countdownText.Text = Math.Max(1, newCount).ToString();
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countdownText.ScaleTo(0.25f).Then().ScaleTo(1, 200, Easing.OutQuint);
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outerContent.Delay(25).Then().ScaleTo(1.05f, 100).Then().ScaleTo(1f, 200, Easing.Out);
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countdownBackground.FlashColour(colourProvider.Background3, 400, Easing.Out);
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}
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var chan = sampleCountdown?.GetChannel();
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if (chan != null)
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{
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chan.Frequency.Value = newCount == 0 ? 0.5f : 1;
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chan.Play();
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}
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}
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countdownCount = newCount;
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}
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}
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}
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@ -11,6 +11,7 @@ using osu.Framework.Graphics.Cursor;
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using osu.Framework.Localisation;
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using osu.Framework.Localisation;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.UI;
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using osuTK;
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using osuTK;
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||||||
using osuTK.Graphics;
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using osuTK.Graphics;
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||||||
|
|
||||||
@ -21,7 +22,7 @@ namespace osu.Game.Screens.Play
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|||||||
/// </summary>
|
/// </summary>
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||||||
public abstract partial class ResumeOverlay : VisibilityContainer
|
public abstract partial class ResumeOverlay : VisibilityContainer
|
||||||
{
|
{
|
||||||
public CursorContainer GameplayCursor { get; set; }
|
public GameplayCursorContainer GameplayCursor { get; set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The action to be performed to complete resuming.
|
/// The action to be performed to complete resuming.
|
||||||
|
@ -36,7 +36,7 @@
|
|||||||
</PackageReference>
|
</PackageReference>
|
||||||
<PackageReference Include="Realm" Version="11.5.0" />
|
<PackageReference Include="Realm" Version="11.5.0" />
|
||||||
<PackageReference Include="ppy.osu.Framework" Version="2024.306.0" />
|
<PackageReference Include="ppy.osu.Framework" Version="2024.306.0" />
|
||||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.309.0" />
|
<PackageReference Include="ppy.osu.Game.Resources" Version="2024.321.0" />
|
||||||
<PackageReference Include="Sentry" Version="3.41.3" />
|
<PackageReference Include="Sentry" Version="3.41.3" />
|
||||||
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
|
<!-- Held back due to 0.34.0 failing AOT compilation on ZstdSharp.dll dependency. -->
|
||||||
<PackageReference Include="SharpCompress" Version="0.36.0" />
|
<PackageReference Include="SharpCompress" Version="0.36.0" />
|
||||||
|
Loading…
Reference in New Issue
Block a user