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Make taiko hitobject properly unproxy when rewound
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parent
f07e6370ca
commit
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@ -86,6 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (State.Value)
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{
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case ArmedState.Idle:
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UnproxyContent();
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this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire();
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break;
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case ArmedState.Miss:
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@ -93,6 +94,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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.Expire();
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break;
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case ArmedState.Hit:
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if (X >= -0.05f)
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ProxyContent();
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var flash = circlePiece?.FlashBox;
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if (flash != null)
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{
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@ -20,12 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableSwell : DrawableTaikoHitObject<Swell>
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{
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/// <summary>
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/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
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/// This is only ever invoked once.
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/// </summary>
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public event Action OnStart;
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private const float target_ring_thick_border = 1.4f;
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private const float target_ring_thin_border = 1f;
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private const float target_ring_scale = 5f;
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@ -40,7 +34,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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private int userHits;
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private bool hasStarted;
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private bool hasProxied;
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private readonly SwellSymbolPiece symbol;
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public DrawableSwell(Swell swell)
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@ -48,7 +42,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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FillMode = FillMode.Fit;
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AddInternal(bodyContainer = new Container
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Content.Add(bodyContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 1,
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@ -177,6 +171,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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hasProxied = false;
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UnproxyContent();
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break;
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case ArmedState.Hit:
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bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time);
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break;
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@ -195,10 +193,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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X = Math.Max(0, X);
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double t = Math.Min(HitObject.StartTime, Time.Current);
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if (t == HitObject.StartTime && !hasStarted)
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if (t == HitObject.StartTime && !hasProxied)
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{
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OnStart?.Invoke();
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hasStarted = true;
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ProxyContent();
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hasProxied = true;
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}
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}
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@ -9,10 +9,62 @@ using OpenTK;
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using System.Linq;
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using osu.Game.Audio;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableHitObject<TaikoHitObject>, IKeyBindingHandler<TaikoAction>
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public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject>, IKeyBindingHandler<TaikoAction>
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{
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protected readonly Container Content;
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public readonly Container ProxiedContent;
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private readonly Container nonProxiedContent;
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protected DrawableTaikoHitObject(TaikoHitObject hitObject)
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: base(hitObject)
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{
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InternalChildren = new[]
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{
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nonProxiedContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = Content = new Container { RelativeSizeAxes = Axes.Both }
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},
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ProxiedContent = new Container { RelativeSizeAxes = Axes.Both }
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};
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}
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/// <summary>
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/// <see cref="ProxiedContent"/> is proxied into an upper layer. We don't want to get masked away otherwise <see cref="ProxiedContent"/> would too.
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/// </summary>
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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/// <summary>
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/// Moves <see cref="Content"/> to a layer proxied above the playfield.
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/// </summary>
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protected void ProxyContent()
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{
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nonProxiedContent.Remove(Content);
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ProxiedContent.Remove(Content);
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ProxiedContent.Add(Content);
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}
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/// <summary>
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/// Moves <see cref="Content"/> to the normal hitobject layer.
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/// </summary>
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protected void UnproxyContent()
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{
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ProxiedContent.Remove(Content);
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nonProxiedContent.Remove(Content);
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nonProxiedContent.Add(Content);
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}
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public abstract bool OnPressed(TaikoAction action);
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public virtual bool OnReleased(TaikoAction action) => false;
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}
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableTaikoHitObject
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where TaikoHitType : TaikoHitObject
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{
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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@ -34,7 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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RelativeSizeAxes = Axes.Both;
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Size = BaseSize = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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InternalChild = MainPiece = CreateMainPiece();
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Content.Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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}
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@ -44,9 +96,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected override string SampleNamespace => "Taiko";
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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public abstract bool OnPressed(TaikoAction action);
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public virtual bool OnReleased(TaikoAction action) => false;
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}
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}
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@ -216,10 +216,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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if (barline != null)
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barlineContainer.Add(barline.CreateProxy());
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// Swells should be moved at the very top of the playfield when they reach the hit target
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var swell = h as DrawableSwell;
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if (swell != null)
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swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy());
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var taikoObject = h as DrawableTaikoHitObject;
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if (taikoObject != null)
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topLevelHitContainer.Add(taikoObject.ProxiedContent.CreateProxy());
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}
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internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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@ -244,19 +243,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == judgedObject)?.VisualiseSecondHit();
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else
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{
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if (judgedObject.X >= -0.05f && judgedObject is DrawableHit)
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{
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// If we're far enough away from the left stage, we should bring outselves in front of it
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// Todo: The following try-catch is temporary for replay rewinding support
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try
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{
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topLevelHitContainer.Add(judgedObject.CreateProxy());
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}
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catch
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{
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}
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}
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hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
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if (judgedObject.HitObject.Kiai)
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