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https://github.com/ppy/osu.git
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Merge branch 'master' into hud-above-letterbox
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commit
28edf3bce7
@ -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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62
osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
Normal file
62
osu.Game.Tests/Visual/TestCaseHoldToConfirmOverlay.cs
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@ -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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};
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var overlay = new TestHoldToConfirmOverlay
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{
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Action = () =>
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{
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fired = true;
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firedText.FadeTo(1).Then().FadeOut(1000);
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}
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};
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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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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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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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}
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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;
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protected double TimeRate { get; private set; } = 1;
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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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}
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protected override bool OnDragStart(InputState state)
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{
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if (!base.ReceiveMouseInputAt(state.Mouse.NativeState.Position))
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{
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State = Visibility.Hidden;
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return true;
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}
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return base.OnDragStart(state);
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}
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protected override bool OnDrag(InputState state) => State == Visibility.Hidden;
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private void onStateChanged(Visibility visibility)
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{
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switch (visibility)
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66
osu.Game/Overlays/HoldToConfirmOverlay.cs
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66
osu.Game/Overlays/HoldToConfirmOverlay.cs
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@ -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
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using System;
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using osu.Framework.Allocation;
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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 OpenTK.Graphics;
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namespace osu.Game.Overlays
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{
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/// <summary>
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/// An overlay which will display a black screen that dims over a period before confirming an exit action.
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/// Action is BYO (derived class will need to call <see cref="BeginConfirm"/> and <see cref="AbortConfirm"/> from a user event).
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/// </summary>
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public abstract class HoldToConfirmOverlay : Container
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{
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public Action Action;
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private Box overlay;
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private const int activate_delay = 400;
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private const int fadeout_delay = 200;
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private bool fired;
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/// <summary>
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/// Whether the overlay should be allowed to return from a fired state.
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/// </summary>
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protected virtual bool AllowMultipleFires => false;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Children = new Drawable[]
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{
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overlay = new Box
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{
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Alpha = 0,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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protected void BeginConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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overlay.FadeIn(activate_delay * (1 - overlay.Alpha), Easing.Out).OnComplete(_ =>
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{
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Action?.Invoke();
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fired = true;
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});
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}
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protected void AbortConfirm()
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{
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if (!AllowMultipleFires && fired) return;
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overlay.FadeOut(fadeout_delay, Easing.Out);
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}
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}
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}
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@ -2,7 +2,11 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Scoring
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{
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@ -14,6 +18,8 @@ namespace osu.Game.Rulesets.Scoring
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protected readonly IBeatmap Beatmap;
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protected readonly Score Score;
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protected double TimeRate { get; private set; } = 1;
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protected PerformanceCalculator(Ruleset ruleset, IBeatmap beatmap, Score score)
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{
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Score = score;
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@ -22,6 +28,15 @@ namespace osu.Game.Rulesets.Scoring
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var diffCalc = ruleset.CreateDifficultyCalculator(beatmap, score.Mods);
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diffCalc.Calculate(attributes);
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ApplyMods(score.Mods);
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}
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protected virtual void ApplyMods(Mod[] mods)
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{
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var clock = new StopwatchClock();
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mods.OfType<IApplicableToClock>().ForEach(m => m.ApplyToClock(clock));
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TimeRate = clock.Rate;
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}
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public abstract double Calculate(Dictionary<string, double> categoryDifficulty = null);
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34
osu.Game/Screens/Menu/ExitConfirmOverlay.cs
Normal file
34
osu.Game/Screens/Menu/ExitConfirmOverlay.cs
Normal file
@ -0,0 +1,34 @@
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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 osu.Framework.Input;
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using osu.Game.Overlays;
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using OpenTK.Input;
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namespace osu.Game.Screens.Menu
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{
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public class ExitConfirmOverlay : HoldToConfirmOverlay
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{
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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{
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if (args.Key == Key.Escape && !args.Repeat)
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{
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BeginConfirm();
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return true;
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}
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return base.OnKeyDown(state, args);
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}
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protected override bool OnKeyUp(InputState state, KeyUpEventArgs args)
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{
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if (args.Key == Key.Escape)
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{
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AbortConfirm();
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return true;
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}
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return base.OnKeyUp(state, args);
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}
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}
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}
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@ -39,6 +39,10 @@ namespace osu.Game.Screens.Menu
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Children = new Drawable[]
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{
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new ExitConfirmOverlay
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{
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Action = Exit,
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},
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new ParallaxContainer
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{
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ParallaxAmount = 0.01f,
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@ -1,50 +1,19 @@
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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 osu.Framework.Allocation;
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using System;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Bindings;
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using osu.Game.Input.Bindings;
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using OpenTK.Graphics;
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using osu.Game.Overlays;
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namespace osu.Game.Screens.Play
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{
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public class HotkeyRetryOverlay : Container, IKeyBindingHandler<GlobalAction>
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public class HotkeyRetryOverlay : HoldToConfirmOverlay, IKeyBindingHandler<GlobalAction>
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{
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public Action Action;
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private Box overlay;
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private const int activate_delay = 400;
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private const int fadeout_delay = 200;
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private bool fired;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Children = new Drawable[]
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{
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overlay = new Box
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{
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Alpha = 0,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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public bool OnPressed(GlobalAction action)
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{
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if (action != GlobalAction.QuickRetry) return false;
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overlay.FadeIn(activate_delay, Easing.Out);
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BeginConfirm();
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return true;
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}
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@ -52,18 +21,8 @@ namespace osu.Game.Screens.Play
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{
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if (action != GlobalAction.QuickRetry) return false;
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overlay.FadeOut(fadeout_delay, Easing.Out);
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AbortConfirm();
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return true;
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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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if (!fired && overlay.Alpha == 1)
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{
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fired = true;
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Action?.Invoke();
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}
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}
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}
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}
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Reference in New Issue
Block a user