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mirror of https://github.com/ppy/osu.git synced 2025-03-28 20:47:22 +08:00

Merge branch 'rename_accented' into taiko_hit_drawing

This commit is contained in:
smoogipooo 2017-03-28 10:04:52 +09:00
commit 2ff4aa5346
7 changed files with 27 additions and 27 deletions

View File

@ -38,7 +38,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 100) Position = new Vector2(100, 100)
}); });
Add(new CentreHitCircle(new AccentedCirclePiece() Add(new CentreHitCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -54,7 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 300) Position = new Vector2(100, 300)
}); });
Add(new RimHitCircle(new AccentedCirclePiece() Add(new RimHitCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -70,7 +70,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 500) Position = new Vector2(100, 500)
}); });
Add(new SwellCircle(new AccentedCirclePiece() Add(new SwellCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })
@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(575, 100) Position = new Vector2(575, 100)
}); });
Add(new DrumRollCircle(new AccentedCirclePiece() Add(new DrumRollCircle(new StrongCirclePiece()
{ {
KiaiMode = kiai KiaiMode = kiai
}) })

View File

@ -44,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
IHasRepeats repeatsData = original as IHasRepeats; IHasRepeats repeatsData = original as IHasRepeats;
IHasEndTime endTimeData = original as IHasEndTime; IHasEndTime endTimeData = original as IHasEndTime;
bool accented = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0; bool strong = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
if (distanceData != null) if (distanceData != null)
{ {
@ -52,7 +52,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, Sample = original.Sample,
Accented = accented, IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
}; };
@ -65,7 +65,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, Sample = original.Sample,
Accented = accented, IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
}; };
@ -75,7 +75,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{ {
StartTime = original.StartTime, StartTime = original.StartTime,
Sample = original.Sample, Sample = original.Sample,
Accented = accented IsStrong = strong
}; };
} }
} }

View File

@ -8,7 +8,7 @@ using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable namespace osu.Game.Modes.Taiko.Objects.Drawable
{ {
public abstract class DrawableAccentedHit : DrawableHit public abstract class DrawableStrongHit : DrawableHit
{ {
/// <summary> /// <summary>
/// The lenience for the second key press. /// The lenience for the second key press.
@ -20,7 +20,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
private bool firstKeyHeld; private bool firstKeyHeld;
private Key firstHitKey; private Key firstHitKey;
protected DrawableAccentedHit(Hit hit) protected DrawableStrongHit(Hit hit)
: base(hit) : base(hit)
{ {
} }
@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
if (!HitKeys.Contains(key)) if (!HitKeys.Contains(key))
return false; return false;
// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down // Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
return firstKeyHeld && UpdateJudgement(true); return firstKeyHeld && UpdateJudgement(true);
} }

View File

@ -6,20 +6,20 @@ using OpenTK;
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{ {
/// <summary> /// <summary>
/// A type of circle piece which is drawn at a higher scale as an "accent". /// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
/// </summary> /// </summary>
public class AccentedCirclePiece : CirclePiece public class StrongCirclePiece : CirclePiece
{ {
/// <summary> /// <summary>
/// The amount to scale up the base circle to show it as an "accented" piece. /// The amount to scale up the base circle to show it as a "strong" piece.
/// </summary> /// </summary>
private const float accent_scale = 1.5f; private const float strong_scale = 1.5f;
public AccentedCirclePiece() public StrongCirclePiece()
{ {
SymbolContainer.Scale = new Vector2(accent_scale); SymbolContainer.Scale = new Vector2(strong_scale);
} }
public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * accent_scale); public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
} }
} }

View File

@ -20,10 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects
public double PreEmpt; public double PreEmpt;
/// <summary> /// <summary>
/// Whether this HitObject is accented. /// Whether this HitObject is a "strong" type.
/// Accented hit objects give more points for hitting the hit object with both keys. /// Strong hit objects give more points for hitting the hit object with both keys.
/// </summary> /// </summary>
public bool Accented; public bool IsStrong;
/// <summary> /// <summary>
/// Whether this HitObject is in Kiai time. /// Whether this HitObject is in Kiai time.

View File

@ -128,7 +128,7 @@ namespace osu.Game.Modes.Taiko.Scoring
hpIncreaseGood = hpMultiplierNormal * hp_hit_good; hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max); hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented); var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
// This is a linear function that awards: // This is a linear function that awards:
// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map // 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
@ -143,7 +143,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{ {
Result = HitResult.Hit, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
else if (obj is DrumRoll) else if (obj is DrumRoll)
@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{ {
Result = HitResult.Hit, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
@ -162,7 +162,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{ {
Result = HitResult.Hit, Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great, TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented SecondHit = obj.IsStrong
}); });
} }
else if (obj is Swell) else if (obj is Swell)

View File

@ -53,8 +53,8 @@
<Compile Include="Judgements\TaikoJudgement.cs" /> <Compile Include="Judgements\TaikoJudgement.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" /> <Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="Objects\Drawable\DrawableHit.cs" /> <Compile Include="Objects\Drawable\DrawableHit.cs" />
<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" /> <Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" /> <Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
<Compile Include="Objects\Drawable\DrawableSwell.cs" /> <Compile Include="Objects\Drawable\DrawableSwell.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" /> <Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
<Compile Include="Objects\DrumRoll.cs" /> <Compile Include="Objects\DrumRoll.cs" />