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Merge pull request #1953 from Aergwyn/fix-repeats-appearing-early

Fix RepeatPoint animations
This commit is contained in:
Dan Balasescu 2018-01-26 16:41:28 +09:00 committed by GitHub
commit 14092006ef
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8 changed files with 41 additions and 32 deletions

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@ -56,7 +56,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
continue;
double endTime = (stackBaseObject as IHasEndTime)?.EndTime ?? stackBaseObject.StartTime;
float stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
double stackThreshold = objectN.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
if (objectN.StartTime - endTime > stackThreshold)
//We are no longer within stacking range of the next object.
@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
OsuHitObject objectI = beatmap.HitObjects[i];
if (objectI.StackHeight != 0 || objectI is Spinner) continue;
float stackThreshold = objectI.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
double stackThreshold = objectI.TimePreempt * beatmap.BeatmapInfo?.StackLeniency ?? 0.7f;
/* If this object is a hitcircle, then we enter this "special" case.
* It either ends with a stack of hitcircles only, or a stack of hitcircles that are underneath a slider.

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@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
public override double ScoreMultiplier => 1.06;
private const float fade_in_duration_multiplier = 0.4f;
private const double fade_in_duration_multiplier = 0.4;
private const double fade_out_duration_multiplier = 0.3;
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)

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@ -16,8 +16,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
private readonly RepeatPoint repeatPoint;
private readonly DrawableSlider drawableSlider;
public double FadeInTime;
public double FadeOutTime;
private double animDuration;
public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider)
: base(repeatPoint)
@ -48,11 +47,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
protected override void UpdatePreemptState()
{
var animIn = Math.Min(150, repeatPoint.StartTime - FadeInTime);
animDuration = Math.Min(150, repeatPoint.SpanDuration / 2);
this.FadeIn(animIn).ScaleTo(1.2f, animIn)
this.FadeIn(animDuration).ScaleTo(1.2f, animDuration / 2)
.Then()
.ScaleTo(1, 150, Easing.Out);
.ScaleTo(1, animDuration / 2, Easing.Out);
}
protected override void UpdateCurrentState(ArmedState state)
@ -60,14 +59,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
switch (state)
{
case ArmedState.Idle:
this.Delay(FadeOutTime - repeatPoint.StartTime).FadeOut();
this.Delay(HitObject.TimePreempt).FadeOut();
break;
case ArmedState.Miss:
this.FadeOut(160);
this.FadeOut(animDuration);
break;
case ArmedState.Hit:
this.FadeOut(120, Easing.OutQuint)
.ScaleTo(Scale * 1.5f, 120, Easing.OutQuint);
this.FadeOut(animDuration, Easing.OutQuint)
.ScaleTo(Scale * 1.5f, animDuration, Easing.OutQuint);
break;
}
}

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@ -73,12 +73,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
AddNested(InitialCircle);
var spanDuration = s.Curve.Distance / s.Velocity;
foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
{
var spanStartTime = s.StartTime + tick.SpanIndex * spanDuration;
var spanStartTime = s.StartTime + tick.SpanIndex * s.SpanDuration;
var fadeInTime = spanStartTime + (tick.StartTime - spanStartTime) / 2 - (tick.SpanIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
var fadeOutTime = spanStartTime + spanDuration;
var fadeOutTime = spanStartTime + s.SpanDuration;
var drawableTick = new DrawableSliderTick(tick)
{
@ -93,15 +92,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
{
var repeatStartTime = s.StartTime + (repeatPoint.RepeatIndex + 1) * spanDuration;
var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
var fadeOutTime = repeatStartTime + spanDuration;
var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
{
FadeInTime = fadeInTime,
FadeOutTime = fadeOutTime,
Position = repeatPoint.Position,
Position = repeatPoint.Position
};
repeatPoints.Add(drawableRepeatPoint);

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@ -20,8 +20,8 @@ namespace osu.Game.Rulesets.Osu.Objects
public double HitWindow100 = 80;
public double HitWindow300 = 30;
public float TimePreempt = 600;
public float TimeFadein = 400;
public double TimePreempt = 600;
public double TimeFadein = 400;
public Vector2 Position { get; set; }
public float X => Position.X;

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@ -1,10 +1,25 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Osu.Objects
{
public class RepeatPoint : OsuHitObject
{
public int RepeatIndex { get; set; }
public double SpanDuration { get; set; }
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
// We want to show the first RepeatPoint as the TimePreempt dictates but on short (and possibly fast) sliders
// we may need to cut down this time on following RepeatPoints to only show up to two RepeatPoints at any given time.
if (RepeatIndex > 0)
TimePreempt = Math.Min(SpanDuration * 2, TimePreempt);
}
}
}

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@ -60,6 +60,11 @@ namespace osu.Game.Rulesets.Osu.Objects
public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
public int RepeatCount { get; set; }
/// <summary>
/// The length of one span of this <see cref="Slider"/>.
/// </summary>
public double SpanDuration => Duration / this.SpanCount();
private int stackHeight;
public override int StackHeight
@ -102,13 +107,12 @@ namespace osu.Game.Rulesets.Osu.Objects
var length = Curve.Distance;
var tickDistance = Math.Min(TickDistance, length);
var spanDuration = length / Velocity;
var minDistanceFromEnd = Velocity * 0.01;
for (var span = 0; span < this.SpanCount(); span++)
{
var spanStartTime = StartTime + span * spanDuration;
var spanStartTime = StartTime + span * SpanDuration;
var reversed = span % 2 == 1;
for (var d = tickDistance; d <= length; d += tickDistance)
@ -133,7 +137,7 @@ namespace osu.Game.Rulesets.Osu.Objects
AddNested(new SliderTick
{
SpanIndex = span,
StartTime = spanStartTime + timeProgress * spanDuration,
StartTime = spanStartTime + timeProgress * SpanDuration,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
@ -146,16 +150,13 @@ namespace osu.Game.Rulesets.Osu.Objects
private void createRepeatPoints()
{
var repeatDuration = Distance / Velocity;
for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++)
{
var repeatStartTime = StartTime + repeat * repeatDuration;
AddNested(new RepeatPoint
{
RepeatIndex = repeatIndex,
StartTime = repeatStartTime,
SpanDuration = SpanDuration,
StartTime = StartTime + repeat * SpanDuration,
Position = Curve.PositionAt(repeat % 2),
StackHeight = StackHeight,
Scale = Scale,

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@ -63,6 +63,7 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("Fast Short Slider", () => testShortHighSpeed());
AddStep("Fast Short Slider 1 Repeat", () => testShortHighSpeed(1));
AddStep("Fast Short Slider 2 Repeats", () => testShortHighSpeed(2));
AddStep("Fast Short Slider 6 Repeats", () => testShortHighSpeed(6));
AddStep("Perfect Curve", testCurve);
// TODO more curve types?