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Merge branch 'rename_accented' into taiko_hit_drawing
This commit is contained in:
commit
2ff4aa5346
@ -38,7 +38,7 @@ namespace osu.Desktop.VisualTests.Tests
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Position = new Vector2(100, 100)
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Position = new Vector2(100, 100)
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});
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});
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Add(new CentreHitCircle(new AccentedCirclePiece()
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Add(new CentreHitCircle(new StrongCirclePiece()
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{
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{
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KiaiMode = kiai
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KiaiMode = kiai
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})
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})
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@ -54,7 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
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Position = new Vector2(100, 300)
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Position = new Vector2(100, 300)
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});
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});
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Add(new RimHitCircle(new AccentedCirclePiece()
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Add(new RimHitCircle(new StrongCirclePiece()
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{
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{
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KiaiMode = kiai
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KiaiMode = kiai
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})
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})
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@ -70,7 +70,7 @@ namespace osu.Desktop.VisualTests.Tests
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Position = new Vector2(100, 500)
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Position = new Vector2(100, 500)
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});
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});
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Add(new SwellCircle(new AccentedCirclePiece()
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Add(new SwellCircle(new StrongCirclePiece()
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{
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{
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KiaiMode = kiai
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KiaiMode = kiai
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})
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})
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@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
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Position = new Vector2(575, 100)
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Position = new Vector2(575, 100)
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});
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});
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Add(new DrumRollCircle(new AccentedCirclePiece()
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Add(new DrumRollCircle(new StrongCirclePiece()
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{
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{
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KiaiMode = kiai
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KiaiMode = kiai
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})
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})
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@ -44,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasEndTime endTimeData = original as IHasEndTime;
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IHasEndTime endTimeData = original as IHasEndTime;
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bool accented = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
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bool strong = ((original.Sample?.Type ?? SampleType.None) & SampleType.Finish) > 0;
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if (distanceData != null)
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if (distanceData != null)
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{
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{
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@ -52,7 +52,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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{
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{
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StartTime = original.StartTime,
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StartTime = original.StartTime,
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Sample = original.Sample,
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Sample = original.Sample,
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Accented = accented,
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IsStrong = strong,
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
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Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
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};
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};
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@ -65,7 +65,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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{
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{
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StartTime = original.StartTime,
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StartTime = original.StartTime,
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Sample = original.Sample,
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Sample = original.Sample,
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Accented = accented,
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IsStrong = strong,
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EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
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EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
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};
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};
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@ -75,7 +75,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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{
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{
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StartTime = original.StartTime,
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StartTime = original.StartTime,
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Sample = original.Sample,
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Sample = original.Sample,
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Accented = accented
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IsStrong = strong
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};
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};
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}
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}
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}
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}
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@ -8,7 +8,7 @@ using osu.Framework.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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{
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public abstract class DrawableAccentedHit : DrawableHit
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public abstract class DrawableStrongHit : DrawableHit
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{
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{
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/// <summary>
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/// <summary>
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/// The lenience for the second key press.
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/// The lenience for the second key press.
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@ -20,7 +20,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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private bool firstKeyHeld;
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private bool firstKeyHeld;
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private Key firstHitKey;
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private Key firstHitKey;
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protected DrawableAccentedHit(Hit hit)
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protected DrawableStrongHit(Hit hit)
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: base(hit)
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: base(hit)
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{
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{
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}
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}
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@ -71,7 +71,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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if (!HitKeys.Contains(key))
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if (!HitKeys.Contains(key))
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return false;
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return false;
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// Assume the intention was to hit the accented hit with both keys only if the first key is still being held down
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// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
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return firstKeyHeld && UpdateJudgement(true);
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return firstKeyHeld && UpdateJudgement(true);
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}
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}
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@ -6,20 +6,20 @@ using OpenTK;
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namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
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{
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{
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/// <summary>
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/// <summary>
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/// A type of circle piece which is drawn at a higher scale as an "accent".
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/// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
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/// </summary>
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/// </summary>
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public class AccentedCirclePiece : CirclePiece
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public class StrongCirclePiece : CirclePiece
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{
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{
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/// <summary>
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/// <summary>
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/// The amount to scale up the base circle to show it as an "accented" piece.
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/// The amount to scale up the base circle to show it as a "strong" piece.
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/// </summary>
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/// </summary>
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private const float accent_scale = 1.5f;
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private const float strong_scale = 1.5f;
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public AccentedCirclePiece()
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public StrongCirclePiece()
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{
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{
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SymbolContainer.Scale = new Vector2(accent_scale);
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SymbolContainer.Scale = new Vector2(strong_scale);
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}
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}
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public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * accent_scale);
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public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
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}
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}
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}
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}
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@ -20,10 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects
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public double PreEmpt;
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public double PreEmpt;
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/// <summary>
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/// <summary>
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/// Whether this HitObject is accented.
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/// Whether this HitObject is a "strong" type.
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/// Accented hit objects give more points for hitting the hit object with both keys.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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/// </summary>
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/// </summary>
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public bool Accented;
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public bool IsStrong;
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/// <summary>
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/// <summary>
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/// Whether this HitObject is in Kiai time.
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/// Whether this HitObject is in Kiai time.
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@ -128,7 +128,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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hpIncreaseMiss = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.DrainRate, hp_miss_min, hp_miss_mid, hp_miss_max);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.Accented);
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var accentedHits = beatmap.HitObjects.FindAll(o => o is Hit && o.IsStrong);
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// This is a linear function that awards:
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// This is a linear function that awards:
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// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
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// 10 times bonus points for hitting an accented hit object with both keys with 30 accented hit objects in the map
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@ -143,7 +143,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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{
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Result = HitResult.Hit,
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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});
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}
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}
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else if (obj is DrumRoll)
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else if (obj is DrumRoll)
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@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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{
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Result = HitResult.Hit,
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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});
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}
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}
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@ -162,7 +162,7 @@ namespace osu.Game.Modes.Taiko.Scoring
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{
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{
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Result = HitResult.Hit,
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Result = HitResult.Hit,
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TaikoResult = TaikoHitResult.Great,
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TaikoResult = TaikoHitResult.Great,
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SecondHit = obj.Accented
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SecondHit = obj.IsStrong
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});
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});
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}
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}
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else if (obj is Swell)
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else if (obj is Swell)
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@ -53,8 +53,8 @@
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoJudgement.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Judgements\TaikoHitResult.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableHit.cs" />
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<Compile Include="Objects\Drawable\DrawableAccentedHit.cs" />
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<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
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<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />
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<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
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<Compile Include="Objects\Drawable\DrawableSwell.cs" />
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<Compile Include="Objects\Drawable\DrawableSwell.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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<Compile Include="Objects\DrumRoll.cs" />
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