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Merge branch 'master' into fix-drumroll-judgements
This commit is contained in:
commit
0fbdbdd2ab
@ -14,7 +14,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Catch.Tests
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{
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public class CatchBeatmapConversionTest : BeatmapConversionTest<TestCatchRuleset, ConvertValue>
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internal class CatchBeatmapConversionTest : BeatmapConversionTest<TestCatchRuleset, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Catch";
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@ -50,7 +50,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new CatchBeatmapConverter(beatmap);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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internal struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everwhere.
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@ -65,7 +65,7 @@ namespace osu.Game.Rulesets.Catch.Tests
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&& Precision.AlmostEquals(Position, other.Position, conversion_lenience);
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}
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public class TestCatchRuleset : CatchRuleset
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internal class TestCatchRuleset : CatchRuleset
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{
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}
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}
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|
@ -14,7 +14,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Mania.Tests
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{
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public class ManiaBeatmapConversionTest : BeatmapConversionTest<TestManiaRuleset, ConvertValue>
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internal class ManiaBeatmapConversionTest : BeatmapConversionTest<TestManiaRuleset, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Mania";
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@ -38,7 +38,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new ManiaBeatmapConverter(beatmap);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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internal struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everwhere.
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@ -55,7 +55,7 @@ namespace osu.Game.Rulesets.Mania.Tests
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&& Column == other.Column;
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}
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public class TestManiaRuleset : ManiaRuleset
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internal class TestManiaRuleset : ManiaRuleset
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{
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}
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}
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|
@ -15,7 +15,7 @@ using OpenTK;
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namespace osu.Game.Rulesets.Osu.Tests
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{
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public class OsuBeatmapConversionTest : BeatmapConversionTest<TestOsuRuleset, ConvertValue>
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internal class OsuBeatmapConversionTest : BeatmapConversionTest<TestOsuRuleset, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Osu";
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@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new OsuBeatmapConverter(beatmap);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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internal struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everwhere.
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@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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&& Precision.AlmostEquals(EndY, other.EndY, conversion_lenience);
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}
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public class TestOsuRuleset : OsuRuleset
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internal class TestOsuRuleset : OsuRuleset
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{
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}
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}
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|
@ -18,7 +18,17 @@ namespace osu.Game.Rulesets.Osu.Scoring
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private readonly int beatmapMaxCombo;
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private Mod[] mods;
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/// <summary>
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/// Approach rate adjusted by mods.
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/// </summary>
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private double realApproachRate;
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/// <summary>
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/// Overall difficulty adjusted by mods.
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/// </summary>
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private double realOverallDifficulty;
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private double accuracy;
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private int scoreMaxCombo;
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private int count300;
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@ -58,8 +68,12 @@ namespace osu.Game.Rulesets.Osu.Scoring
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ar = Math.Min(10, ar * 1.4);
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if (mods.Any(m => m is OsuModEasy))
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ar = Math.Max(0, ar / 2);
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450);
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double preEmpt = BeatmapDifficulty.DifficultyRange(ar, 1800, 1200, 450) / TimeRate;
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double hitWindow300 = (Beatmap.HitObjects.First().HitWindows.Great / 2 - 0.5) / TimeRate;
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realApproachRate = preEmpt > 1200 ? (1800 - preEmpt) / 120 : (1200 - preEmpt) / 150 + 5;
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realOverallDifficulty = (80 - 0.5 - hitWindow300) / 6;
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// Custom multipliers for NoFail and SpunOut.
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double multiplier = 1.12f; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things
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@ -85,6 +99,9 @@ namespace osu.Game.Rulesets.Osu.Scoring
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categoryRatings.Add("Aim", aimValue);
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categoryRatings.Add("Speed", speedValue);
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categoryRatings.Add("Accuracy", accuracyValue);
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categoryRatings.Add("OD", realOverallDifficulty);
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categoryRatings.Add("AR", realApproachRate);
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categoryRatings.Add("Max Combo", beatmapMaxCombo);
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}
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return totalValue;
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@ -133,7 +150,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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// Scale the aim value with accuracy _slightly_
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aimValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
|
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aimValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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aimValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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return aimValue;
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}
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@ -159,7 +176,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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// Scale the speed value with accuracy _slightly_
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speedValue *= 0.5f + accuracy / 2.0f;
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// It is important to also consider accuracy difficulty when doing that
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speedValue *= 0.98f + Math.Pow(Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty, 2) / 2500;
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speedValue *= 0.98f + Math.Pow(realOverallDifficulty, 2) / 2500;
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return speedValue;
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}
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@ -181,7 +198,7 @@ namespace osu.Game.Rulesets.Osu.Scoring
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// Lots of arbitrary values from testing.
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// Considering to use derivation from perfect accuracy in a probabilistic manner - assume normal distribution
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double accuracyValue = Math.Pow(1.52163f, Beatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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double accuracyValue = Math.Pow(1.52163f, realOverallDifficulty) * Math.Pow(betterAccuracyPercentage, 24) * 2.83f;
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// Bonus for many hitcircles - it's harder to keep good accuracy up for longer
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accuracyValue *= Math.Min(1.15f, Math.Pow(amountHitObjectsWithAccuracy / 1000.0f, 0.3f));
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|
@ -14,7 +14,7 @@ using osu.Game.Tests.Beatmaps;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TaikoBeatmapConversionTest : BeatmapConversionTest<TestTaikoRuleset, ConvertValue>
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internal class TaikoBeatmapConversionTest : BeatmapConversionTest<TestTaikoRuleset, ConvertValue>
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{
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protected override string ResourceAssembly => "osu.Game.Rulesets.Taiko";
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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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protected override IBeatmapConverter CreateConverter(IBeatmap beatmap) => new TaikoBeatmapConverter(beatmap);
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}
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public struct ConvertValue : IEquatable<ConvertValue>
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internal struct ConvertValue : IEquatable<ConvertValue>
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{
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/// <summary>
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/// A sane value to account for osu!stable using ints everwhere.
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||||
@ -68,7 +68,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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&& IsStrong == other.IsStrong;
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}
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public class TestTaikoRuleset : TaikoRuleset
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internal class TestTaikoRuleset : TaikoRuleset
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{
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}
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}
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|
62
osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
Normal file
62
osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
Normal file
@ -0,0 +1,62 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Tests.Visual
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{
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public class TestCaseHoldToConfirmOverlay : OsuTestCase
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{
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public override IReadOnlyList<Type> RequiredTypes => new[] { typeof(ExitConfirmOverlay) };
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public TestCaseHoldToConfirmOverlay()
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{
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bool fired = false;
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|
||||
var firedText = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Text = "Fired!",
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TextSize = 50,
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Alpha = 0,
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};
|
||||
|
||||
var overlay = new TestHoldToConfirmOverlay
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{
|
||||
Action = () =>
|
||||
{
|
||||
fired = true;
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firedText.FadeTo(1).Then().FadeOut(1000);
|
||||
}
|
||||
};
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||||
|
||||
Children = new Drawable[]
|
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{
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overlay,
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firedText
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};
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|
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AddStep("start confirming", () => overlay.Begin());
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AddStep("abort confirming", () => overlay.Abort());
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AddAssert("ensure aborted", () => !fired);
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||||
AddStep("start confirming", () => overlay.Begin());
|
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|
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AddUntilStep(() => fired, "wait until confirmed");
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}
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private class TestHoldToConfirmOverlay : ExitConfirmOverlay
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{
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protected override bool AllowMultipleFires => true;
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|
||||
public void Begin() => BeginConfirm();
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||||
public void Abort() => AbortConfirm();
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||||
}
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||||
}
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||||
}
|
@ -14,7 +14,7 @@ namespace osu.Game.Beatmaps
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protected readonly IBeatmap Beatmap;
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protected readonly Mod[] Mods;
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protected double TimeRate = 1;
|
||||
protected double TimeRate { get; private set; } = 1;
|
||||
|
||||
protected DifficultyCalculator(IBeatmap beatmap, Mod[] mods = null)
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{
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|
@ -44,19 +44,6 @@ namespace osu.Game.Graphics.Containers
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return base.OnClick(state);
|
||||
}
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|
||||
protected override bool OnDragStart(InputState state)
|
||||
{
|
||||
if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
|
||||
{
|
||||
State = Visibility.Hidden;
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnDragStart(state);
|
||||
}
|
||||
|
||||
protected override bool OnDrag(InputState state) => State == Visibility.Hidden;
|
||||
|
||||
private void onStateChanged(Visibility visibility)
|
||||
{
|
||||
switch (visibility)
|
||||
|
66
osu.Game/Overlays/HoldToConfirmOverlay.cs
Normal file
66
osu.Game/Overlays/HoldToConfirmOverlay.cs
Normal file
@ -0,0 +1,66 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Overlays
|
||||
{
|
||||
/// <summary>
|
||||
/// An overlay which will display a black screen that dims over a period before confirming an exit action.
|
||||
/// Action is BYO (derived class will need to call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> from a user event).
|
||||
/// </summary>
|
||||
public abstract class HoldToConfirmOverlay : Container
|
||||
{
|
||||
public Action Action;
|
||||
|
||||
private Box overlay;
|
||||
|
||||
private const int activate_delay = 400;
|
||||
private const int fadeout_delay = 200;
|
||||
|
||||
private bool fired;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the overlay should be allowed to return from a fired state.
|
||||
/// </summary>
|
||||
protected virtual bool AllowMultipleFires => false;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
AlwaysPresent = true;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
overlay = new Box
|
||||
{
|
||||
Alpha = 0,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected void BeginConfirm()
|
||||
{
|
||||
if (!AllowMultipleFires && fired) return;
|
||||
overlay.FadeIn(activate_delay * (1 - overlay.Alpha), Easing.Out).OnComplete(_ =>
|
||||
{
|
||||
Action?.Invoke();
|
||||
fired = true;
|
||||
});
|
||||
}
|
||||
|
||||
protected void AbortConfirm()
|
||||
{
|
||||
if (!AllowMultipleFires && fired) return;
|
||||
overlay.FadeOut(fadeout_delay, Easing.Out);
|
||||
}
|
||||
}
|
||||
}
|
@ -12,6 +12,7 @@ using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Containers;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Input;
|
||||
using OpenTK.Graphics;
|
||||
@ -43,7 +44,7 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
}
|
||||
|
||||
private OsuSpriteText text;
|
||||
private OsuSpriteText pressAKey;
|
||||
private OsuTextFlowContainer pressAKey;
|
||||
|
||||
private FillFlowContainer<KeyButton> buttons;
|
||||
|
||||
@ -95,10 +96,11 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
Anchor = Anchor.TopRight,
|
||||
Origin = Anchor.TopRight
|
||||
},
|
||||
pressAKey = new OsuSpriteText
|
||||
pressAKey = new OsuTextFlowContainer
|
||||
{
|
||||
Text = "Press a key to change binding, DEL to delete, ESC to cancel.",
|
||||
Y = height,
|
||||
Text = "Press a key to change binding, Shift+Delete to delete, Escape to cancel.",
|
||||
RelativeSizeAxes = Axes.X,
|
||||
AutoSizeAxes = Axes.Y,
|
||||
Margin = new MarginPadding(padding),
|
||||
Alpha = 0,
|
||||
Colour = colours.YellowDark
|
||||
@ -204,9 +206,16 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
finalise();
|
||||
return true;
|
||||
case Key.Delete:
|
||||
bindTarget.UpdateKeyCombination(InputKey.None);
|
||||
finalise();
|
||||
return true;
|
||||
{
|
||||
if (state.Keyboard.ShiftPressed)
|
||||
{
|
||||
bindTarget.UpdateKeyCombination(InputKey.None);
|
||||
finalise();
|
||||
return true;
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bindTarget.UpdateKeyCombination(KeyCombination.FromInputState(state));
|
||||
@ -261,7 +270,7 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
GetContainingInputManager().ChangeFocus(null);
|
||||
|
||||
pressAKey.FadeOut(300, Easing.OutQuint);
|
||||
pressAKey.Padding = new MarginPadding { Bottom = -pressAKey.DrawHeight };
|
||||
pressAKey.Padding = new MarginPadding { Top = height, Bottom = -pressAKey.DrawHeight };
|
||||
}
|
||||
|
||||
protected override void OnFocus(InputState state)
|
||||
@ -270,7 +279,7 @@ namespace osu.Game.Overlays.KeyBinding
|
||||
AutoSizeEasing = Easing.OutQuint;
|
||||
|
||||
pressAKey.FadeIn(300, Easing.OutQuint);
|
||||
pressAKey.Padding = new MarginPadding();
|
||||
pressAKey.Padding = new MarginPadding { Top = height };
|
||||
|
||||
updateBindTarget();
|
||||
base.OnFocus(state);
|
||||
|
@ -100,6 +100,8 @@ namespace osu.Game.Overlays
|
||||
|
||||
public bool Adjust(GlobalAction action)
|
||||
{
|
||||
if (!IsLoaded) return false;
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case GlobalAction.DecreaseVolume:
|
||||
|
@ -112,7 +112,7 @@ namespace osu.Game.Rulesets
|
||||
try
|
||||
{
|
||||
var assembly = Assembly.LoadFrom(file);
|
||||
loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsSubclassOf(typeof(Ruleset)));
|
||||
loaded_assemblies[assembly] = assembly.GetTypes().First(t => t.IsPublic && t.IsSubclassOf(typeof(Ruleset)));
|
||||
}
|
||||
catch (Exception)
|
||||
{
|
||||
|
@ -2,7 +2,11 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Extensions.IEnumerableExtensions;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
@ -14,6 +18,8 @@ namespace osu.Game.Rulesets.Scoring
|
||||
protected readonly IBeatmap Beatmap;
|
||||
protected readonly Score Score;
|
||||
|
||||
protected double TimeRate { get; private set; } = 1;
|
||||
|
||||
protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
|
||||
{
|
||||
Score = score;
|
||||
@ -22,6 +28,15 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
|
||||
diffCalc.Calculate(attributes);
|
||||
|
||||
ApplyMods(score.Mods);
|
||||
}
|
||||
|
||||
protected virtual void ApplyMods(Mod[] mods)
|
||||
{
|
||||
var clock = new StopwatchClock();
|
||||
mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
|
||||
TimeRate = clock.Rate;
|
||||
}
|
||||
|
||||
public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
|
||||
|
34
osu.Game/Screens/Menu/ExitConfirmOverlay.cs
Normal file
34
osu.Game/Screens/Menu/ExitConfirmOverlay.cs
Normal file
@ -0,0 +1,34 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Overlays;
|
||||
using OpenTK.Input;
|
||||
|
||||
namespace osu.Game.Screens.Menu
|
||||
{
|
||||
public class ExitConfirmOverlay : HoldToConfirmOverlay
|
||||
{
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
if (args.Key == Key.Escape && !args.Repeat)
|
||||
{
|
||||
BeginConfirm();
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnKeyDown(state, args);
|
||||
}
|
||||
|
||||
protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
|
||||
{
|
||||
if (args.Key == Key.Escape)
|
||||
{
|
||||
AbortConfirm();
|
||||
return true;
|
||||
}
|
||||
|
||||
return base.OnKeyUp(state, args);
|
||||
}
|
||||
}
|
||||
}
|
@ -39,6 +39,10 @@ namespace osu.Game.Screens.Menu
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new ExitConfirmOverlay
|
||||
{
|
||||
Action = Exit,
|
||||
},
|
||||
new ParallaxContainer
|
||||
{
|
||||
ParallaxAmount = 0.01f,
|
||||
|
@ -1,50 +1,19 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using System;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Game.Input.Bindings;
|
||||
using OpenTK.Graphics;
|
||||
using osu.Game.Overlays;
|
||||
|
||||
namespace osu.Game.Screens.Play
|
||||
{
|
||||
public class HotkeyRetryOverlay : Container, IKeyBindingHandler<GlobalAction>
|
||||
public class HotkeyRetryOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
|
||||
{
|
||||
public Action Action;
|
||||
|
||||
private Box overlay;
|
||||
|
||||
private const int activate_delay = 400;
|
||||
private const int fadeout_delay = 200;
|
||||
|
||||
private bool fired;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
AlwaysPresent = true;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
overlay = new Box
|
||||
{
|
||||
Alpha = 0,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public bool OnPressed(GlobalAction action)
|
||||
{
|
||||
if (action != GlobalAction.QuickRetry) return false;
|
||||
|
||||
overlay.FadeIn(activate_delay, Easing.Out);
|
||||
BeginConfirm();
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -52,18 +21,8 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
if (action != GlobalAction.QuickRetry) return false;
|
||||
|
||||
overlay.FadeOut(fadeout_delay, Easing.Out);
|
||||
AbortConfirm();
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
if (!fired && overlay.Alpha == 1)
|
||||
{
|
||||
fired = true;
|
||||
Action?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -162,7 +162,7 @@ namespace osu.Game.Screens.Play
|
||||
hudOverlay.KeyCounter.IsCounting = pauseContainer.IsPaused;
|
||||
},
|
||||
OnResume = () => hudOverlay.KeyCounter.IsCounting = true,
|
||||
Children = new Drawable[]
|
||||
Children = new[]
|
||||
{
|
||||
storyboardContainer = new Container
|
||||
{
|
||||
@ -174,12 +174,12 @@ namespace osu.Game.Screens.Play
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Child = RulesetContainer
|
||||
},
|
||||
new SkipOverlay(firstObjectTime)
|
||||
new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor)
|
||||
{
|
||||
Clock = Clock, // skip button doesn't want to use the audio clock directly
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
ProcessCustomClock = false,
|
||||
AdjustableClock = adjustableClock,
|
||||
FramedClock = offsetClock,
|
||||
Breaks = beatmap.Breaks
|
||||
},
|
||||
hudOverlay = new HUDOverlay(scoreProcessor, RulesetContainer, working, offsetClock, adjustableClock)
|
||||
{
|
||||
@ -188,13 +188,14 @@ namespace osu.Game.Screens.Play
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
},
|
||||
new BreakOverlay(beatmap.BeatmapInfo.LetterboxInBreaks, scoreProcessor)
|
||||
RulesetContainer.Cursor?.CreateProxy() ?? new Container(),
|
||||
new SkipOverlay(firstObjectTime)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Clock = Clock, // skip button doesn't want to use the audio clock directly
|
||||
ProcessCustomClock = false,
|
||||
Breaks = beatmap.Breaks
|
||||
}
|
||||
AdjustableClock = adjustableClock,
|
||||
FramedClock = offsetClock,
|
||||
},
|
||||
}
|
||||
},
|
||||
failOverlay = new FailOverlay
|
||||
|
@ -85,11 +85,13 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
if (currentSecond != previousSecond && songCurrentTime < songLength)
|
||||
{
|
||||
timeCurrent.Text = TimeSpan.FromSeconds(currentSecond).ToString(songCurrentTime < 0 ? @"\-m\:ss" : @"m\:ss");
|
||||
timeLeft.Text = TimeSpan.FromMilliseconds(endTime - AudioClock.CurrentTime).ToString(@"\-m\:ss");
|
||||
timeCurrent.Text = formatTime(TimeSpan.FromSeconds(currentSecond));
|
||||
timeLeft.Text = formatTime(TimeSpan.FromMilliseconds(endTime - AudioClock.CurrentTime));
|
||||
|
||||
previousSecond = currentSecond;
|
||||
}
|
||||
}
|
||||
|
||||
private string formatTime(TimeSpan timeSpan) => $"{(timeSpan < TimeSpan.Zero ? "-" : "")}{timeSpan.Duration().TotalMinutes:N0}:{timeSpan.Duration().Seconds:D2}";
|
||||
}
|
||||
}
|
||||
|
@ -88,17 +88,27 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private void loadBeatmap()
|
||||
{
|
||||
void updateState()
|
||||
{
|
||||
State = beatmap == null ? Visibility.Hidden : Visibility.Visible;
|
||||
|
||||
Info?.FadeOut(250);
|
||||
Info?.Expire();
|
||||
}
|
||||
|
||||
if (beatmap == null)
|
||||
{
|
||||
updateState();
|
||||
return;
|
||||
}
|
||||
|
||||
LoadComponentAsync(new BufferedWedgeInfo(beatmap, ruleset.Value)
|
||||
{
|
||||
Shear = -Shear,
|
||||
Depth = Info?.Depth + 1 ?? 0,
|
||||
}, newInfo =>
|
||||
{
|
||||
State = beatmap == null ? Visibility.Hidden : Visibility.Visible;
|
||||
|
||||
Info?.FadeOut(250);
|
||||
Info?.Expire();
|
||||
|
||||
updateState();
|
||||
Add(Info = newInfo);
|
||||
});
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user