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mirror of https://github.com/ppy/osu.git synced 2025-01-14 02:22:56 +08:00

Merge branch 'master' of git://github.com/ppy/osu into details

This commit is contained in:
Jorolf 2017-03-28 17:14:35 +02:00
commit 305bc9cff6
29 changed files with 456 additions and 72 deletions

@ -1 +1 @@
Subproject commit 2d8a6c1699ff1acd3915fc28e8906dabf1b145a3
Subproject commit e67453159540f5008b5efadfbc12dfb3f4bee1f7

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@ -38,7 +38,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 100)
});
Add(new CentreHitCircle(new AccentedCirclePiece()
Add(new CentreHitCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -54,7 +54,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 300)
});
Add(new RimHitCircle(new AccentedCirclePiece()
Add(new RimHitCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -70,7 +70,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(100, 500)
});
Add(new SwellCircle(new AccentedCirclePiece()
Add(new SwellCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -87,7 +87,7 @@ namespace osu.Desktop.VisualTests.Tests
Position = new Vector2(575, 100)
});
Add(new DrumRollCircle(new AccentedCirclePiece()
Add(new DrumRollCircle(new StrongCirclePiece()
{
KiaiMode = kiai
})
@ -99,8 +99,6 @@ namespace osu.Desktop.VisualTests.Tests
private class SwellCircle : BaseCircle
{
private const float symbol_size = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.35f;
public SwellCircle(CirclePiece piece)
: base(piece)
{
@ -108,7 +106,8 @@ namespace osu.Desktop.VisualTests.Tests
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
TextSize = symbol_size,
TextSize = SYMBOL_INNER_SIZE,
Icon = FontAwesome.fa_asterisk,
Shadow = false
});
}
@ -136,8 +135,6 @@ namespace osu.Desktop.VisualTests.Tests
private class CentreHitCircle : BaseCircle
{
private const float symbol_size = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.35f;
public CentreHitCircle(CirclePiece piece)
: base(piece)
{
@ -145,7 +142,7 @@ namespace osu.Desktop.VisualTests.Tests
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(symbol_size),
Size = new Vector2(SYMBOL_INNER_SIZE),
Masking = true,
Children = new[]
{
@ -166,8 +163,6 @@ namespace osu.Desktop.VisualTests.Tests
private class RimHitCircle : BaseCircle
{
private const float symbol_size = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
public RimHitCircle(CirclePiece piece)
: base(piece)
{
@ -175,8 +170,8 @@ namespace osu.Desktop.VisualTests.Tests
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(symbol_size),
BorderThickness = 8,
Size = new Vector2(SYMBOL_SIZE),
BorderThickness = SYMBOL_BORDER,
BorderColour = Color4.White,
Masking = true,
Children = new[]
@ -200,6 +195,10 @@ namespace osu.Desktop.VisualTests.Tests
private abstract class BaseCircle : Container
{
protected const float SYMBOL_SIZE = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
protected const float SYMBOL_BORDER = 8;
protected const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
protected readonly CirclePiece Piece;
protected BaseCircle(CirclePiece piece)

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@ -29,7 +29,7 @@ namespace osu.Game.Modes.Osu
createAutoReplay();
}
internal class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
private class LegacyReplayFrameComparer : IComparer<LegacyReplayFrame>
{
public int Compare(LegacyReplayFrame f1, LegacyReplayFrame f2)
{

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@ -44,7 +44,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
IHasRepeats repeatsData = original as IHasRepeats;
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)
{
@ -52,7 +52,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented,
IsStrong = strong,
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
};
@ -61,11 +61,11 @@ namespace osu.Game.Modes.Taiko.Beatmaps
if (endTimeData != null)
{
// We compute the end time manually to add in the Bash convert factor
return new Bash
return new Swell
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented,
IsStrong = strong,
EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
};
@ -75,7 +75,7 @@ namespace osu.Game.Modes.Taiko.Beatmaps
{
StartTime = original.StartTime,
Sample = original.Sample,
Accented = accented
IsStrong = strong
};
}
}

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@ -0,0 +1,57 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System.Linq;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
private readonly DrumRoll drumRoll;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
this.drumRoll = drumRoll;
int tickIndex = 0;
foreach (var tick in drumRoll.Ticks)
{
var newTick = new DrawableDrumRollTick(tick)
{
Depth = tickIndex,
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
};
AddNested(newTick);
tickIndex++;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (userTriggered)
return;
if (Judgement.TimeOffset < 0)
return;
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
if (countHit > drumRoll.RequiredGoodHits)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
}
}

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@ -0,0 +1,53 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Game.Modes.Taiko.Judgements;
using System;
using osu.Game.Modes.Objects.Drawables;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRollTick : DrawableTaikoHitObject
{
private readonly DrumRollTick tick;
public DrawableDrumRollTick(DrumRollTick tick)
: base(tick)
{
this.tick = tick;
}
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > tick.HitWindow)
Judgement.Result = HitResult.Miss;
return;
}
if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = TaikoHitResult.Great;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void UpdateScrollPosition(double time)
{
// Drum roll ticks shouldn't move
}
protected override bool HandleKeyPress(Key key)
{
return !Judgement.Result.HasValue && UpdateJudgement(true);
}
}
}

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@ -0,0 +1,67 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System;
using System.Collections.Generic;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableHit : DrawableTaikoHitObject
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
protected abstract List<Key> HitKeys { get; }
private readonly Hit hit;
/// <summary>
/// Whether the last key pressed is a valid hit key.
/// </summary>
private bool validKeyPressed;
protected DrawableHit(Hit hit)
: base(hit)
{
this.hit = hit;
}
protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered)
{
if (Judgement.TimeOffset > hit.HitWindowGood)
Judgement.Result = HitResult.Miss;
return;
}
double hitOffset = Math.Abs(Judgement.TimeOffset);
if (hitOffset > hit.HitWindowMiss)
return;
if (!validKeyPressed)
Judgement.Result = HitResult.Miss;
else if (hitOffset < hit.HitWindowGood)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
protected override bool HandleKeyPress(Key key)
{
if (Judgement.Result.HasValue)
return false;
validKeyPressed = HitKeys.Contains(key);
return UpdateJudgement(true);
}
}
}

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@ -0,0 +1,85 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using System;
using System.Linq;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableStrongHit : DrawableHit
{
/// <summary>
/// The lenience for the second key press.
/// This does not adjust by map difficulty in ScoreV2 yet.
/// </summary>
private const double second_hit_window = 30;
private double firstHitTime;
private bool firstKeyHeld;
private Key firstHitKey;
protected DrawableStrongHit(Hit hit)
: base(hit)
{
}
protected override void CheckJudgement(bool userTriggered)
{
if (!Judgement.Result.HasValue)
{
base.CheckJudgement(userTriggered);
return;
}
if (!userTriggered)
return;
// If we get here, we're assured that the key pressed is the correct secondary key
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
Judgement.SecondHit = true;
}
protected override bool HandleKeyPress(Key key)
{
// Check if we've handled the first key
if (!Judgement.Result.HasValue)
{
// First key hasn't been handled yet, attempt to handle it
bool handled = base.HandleKeyPress(key);
if (handled)
{
firstHitTime = Time.Current;
firstHitKey = key;
}
return handled;
}
// If we've already hit the second key, don't handle this object any further
if (Judgement.SecondHit)
return false;
// Don't handle represses of the first key
if (firstHitKey == key)
return false;
// Don't handle invalid hit key presses
if (!HitKeys.Contains(key))
return false;
// 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);
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
return base.OnKeyDown(state, args);
}
}
}

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@ -0,0 +1,75 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using System;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableSwell : DrawableTaikoHitObject
{
/// <summary>
/// The amount of times the user has hit this swell.
/// </summary>
private int userHits;
private readonly Swell swell;
public DrawableSwell(Swell swell)
: base(swell)
{
this.swell = swell;
}
protected override void CheckJudgement(bool userTriggered)
{
if (userTriggered)
{
if (Time.Current < HitObject.StartTime)
return;
userHits++;
if (userHits == swell.RequiredHits)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = TaikoHitResult.Great;
}
}
else
{
if (Judgement.TimeOffset < 0)
return;
if (userHits > swell.RequiredHits / 2)
{
Judgement.Result = HitResult.Hit;
Judgement.TaikoResult = TaikoHitResult.Good;
}
else
Judgement.Result = HitResult.Miss;
}
}
protected override void UpdateState(ArmedState state)
{
}
protected override void UpdateScrollPosition(double time)
{
base.UpdateScrollPosition(Math.Min(time, HitObject.StartTime));
}
protected override bool HandleKeyPress(Key key)
{
if (Judgement.Result.HasValue)
return false;
UpdateJudgement(true);
return true;
}
}
}

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@ -1,15 +1,23 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK.Input;
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
using System.Collections.Generic;
using osu.Framework.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
{
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
/// These should be moved to bindings later.
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
: base(hitObject)
{
@ -17,11 +25,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
Origin = Anchor.Centre;
RelativePositionAxes = Axes.X;
Children = new[]
{
CreateCircle()
};
}
protected override void LoadComplete()
@ -49,6 +52,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
UpdateScrollPosition(Time.Current);
}
protected abstract CirclePiece CreateCircle();
protected virtual bool HandleKeyPress(Key key) => false;
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
// Make sure we don't handle held-down keys
if (args.Repeat)
return false;
// Check if we've pressed a valid taiko key
if (!validKeys.Contains(args.Key))
return false;
// Handle it!
return HandleKeyPress(args.Key);
}
}
}

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@ -20,6 +20,10 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
/// </summary>
public class CirclePiece : Container
{
public const float SYMBOL_SIZE = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
public const float SYMBOL_BORDER = 8;
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
private Color4 accentColour;
/// <summary>
/// The colour of the inner circle and outer glows.

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@ -6,20 +6,20 @@ using OpenTK;
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{
/// <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>
public class AccentedCirclePiece : CirclePiece
public class StrongCirclePiece : CirclePiece
{
/// <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>
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);
}
}

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@ -101,4 +101,4 @@ namespace osu.Game.Modes.Taiko.Objects
return ret;
}
}
}
}

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@ -15,5 +15,10 @@ namespace osu.Game.Modes.Taiko.Objects
/// <para>Half of this value is the hit window of the tick.</para>
/// </summary>
public double TickTimeDistance;
/// <summary>
/// The time allowed to hit this tick.
/// </summary>
public double HitWindow => TickTimeDistance / 2;
}
}

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@ -8,14 +8,14 @@ using osu.Game.Modes.Objects.Types;
namespace osu.Game.Modes.Taiko.Objects
{
public class Bash : TaikoHitObject, IHasEndTime
public class Swell : TaikoHitObject, IHasEndTime
{
public double EndTime { get; set; }
public double Duration => EndTime - StartTime;
/// <summary>
/// The number of hits required to complete the bash successfully.
/// The number of hits required to complete the swell successfully.
/// </summary>
public int RequiredHits { get; protected set; }

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

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@ -128,7 +128,7 @@ namespace osu.Game.Modes.Taiko.Scoring
hpIncreaseGood = hpMultiplierNormal * hp_hit_good;
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:
// 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,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
else if (obj is DrumRoll)
@ -154,7 +154,7 @@ namespace osu.Game.Modes.Taiko.Scoring
{
Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
@ -162,10 +162,10 @@ namespace osu.Game.Modes.Taiko.Scoring
{
Result = HitResult.Hit,
TaikoResult = TaikoHitResult.Great,
SecondHit = obj.Accented
SecondHit = obj.IsStrong
});
}
else if (obj is Bash)
else if (obj is Swell)
{
AddJudgement(new TaikoJudgement
{

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@ -139,7 +139,7 @@ namespace osu.Game.Modes.Taiko.UI
{
target.FadeTo(Math.Min(target.Alpha + 0.4f, 1), 40, EasingTypes.OutQuint);
target.Delay(40);
target.FadeOut(600, EasingTypes.OutQuint);
target.FadeOut(1000, EasingTypes.OutQuint);
}
return false;

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@ -26,6 +26,7 @@ namespace osu.Game.Modes.Taiko.UI
/// <summary>
/// The play field height scale.
/// This also uniformly scales the notes to match the new playfield height.
/// </summary>
public const float PLAYFIELD_SCALE = 0.65f;
@ -173,6 +174,7 @@ namespace osu.Game.Modes.Taiko.UI
public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h)
{
h.Depth = (float)h.HitObject.StartTime;
h.Scale = new Vector2(PLAYFIELD_SCALE);
base.Add(h);
}

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@ -52,15 +52,20 @@
<Compile Include="Judgements\TaikoDrumRollTickJudgement.cs" />
<Compile Include="Judgements\TaikoJudgement.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="Objects\Drawable\DrawableHit.cs" />
<Compile Include="Objects\Drawable\DrawableStrongHit.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRoll.cs" />
<Compile Include="Objects\Drawable\DrawableDrumRollTick.cs" />
<Compile Include="Objects\Drawable\DrawableSwell.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHitObject.cs" />
<Compile Include="Objects\Bash.cs" />
<Compile Include="Objects\Drawable\Pieces\AccentedCirclePiece.cs" />
<Compile Include="Objects\Drawable\Pieces\StrongCirclePiece.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="Objects\DrumRoll.cs" />
<Compile Include="Objects\DrumRollTick.cs" />
<Compile Include="Objects\Hit.cs" />
<Compile Include="Objects\Drawable\Pieces\CirclePiece.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Objects\Swell.cs" />
<Compile Include="Objects\TaikoHitObject.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Properties\AssemblyInfo.cs" />
<Compile Include="Scoring\TaikoScoreProcessor.cs" />
<Compile Include="UI\HitTarget.cs" />
@ -97,4 +102,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>

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@ -101,7 +101,7 @@ namespace osu.Game.Database
using (var lzma = new LzmaStream(properties, replayInStream, compressedSize, outSize))
using (var reader = new StreamReader(lzma))
score.Replay = new LegacyReplay(reader);
score.Replay = score.CreateLegacyReplayFrom(reader);
}
}

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@ -20,9 +20,11 @@ namespace osu.Game.Graphics.Cursor
{
protected override Drawable CreateCursor() => new Cursor();
private bool dragging;
protected override bool OnMouseMove(InputState state)
{
if (state.Mouse.HasMainButtonPressed)
if (dragging)
{
Vector2 offset = state.Mouse.Position - state.Mouse.PositionMouseDown ?? state.Mouse.Delta;
float degrees = (float)MathHelper.RadiansToDegrees(Math.Atan2(-offset.X, offset.Y)) + 24.3f;
@ -39,6 +41,12 @@ namespace osu.Game.Graphics.Cursor
return base.OnMouseMove(state);
}
protected override bool OnDragStart(InputState state)
{
dragging = true;
return base.OnDragStart(state);
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
ActiveCursor.Scale = new Vector2(1);
@ -53,6 +61,8 @@ namespace osu.Game.Graphics.Cursor
{
if (!state.Mouse.HasMainButtonPressed)
{
dragging = false;
((Cursor)ActiveCursor).AdditiveLayer.FadeOut(500, EasingTypes.OutQuint);
ActiveCursor.RotateTo(0, 600 * (1 + Math.Abs(ActiveCursor.Rotation / 720)), EasingTypes.OutElasticHalf);
ActiveCursor.ScaleTo(1, 500, EasingTypes.OutElastic);

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@ -46,13 +46,13 @@ namespace osu.Game.Modes
}
}
public override ReplayInputHandler GetInputHandler() => new LegacyReplayInputHandler(Frames);
public override ReplayInputHandler CreateInputHandler() => new LegacyReplayInputHandler(Frames);
/// <summary>
/// The ReplayHandler will take a replay and handle the propagation of updates to the input stack.
/// It handles logic of any frames which *must* be executed.
/// </summary>
public class LegacyReplayInputHandler : ReplayInputHandler
protected class LegacyReplayInputHandler : ReplayInputHandler
{
private readonly List<LegacyReplayFrame> replayContent;
@ -163,7 +163,7 @@ namespace osu.Game.Modes
return currentTime = time;
}
private class ReplayMouseState : MouseState
protected class ReplayMouseState : MouseState
{
public ReplayMouseState(Vector2 position, IEnumerable<MouseButton> list)
{
@ -172,7 +172,7 @@ namespace osu.Game.Modes
}
}
private class ReplayKeyboardState : KeyboardState
protected class ReplayKeyboardState : KeyboardState
{
public ReplayKeyboardState(List<Key> keys)
{
@ -182,7 +182,7 @@ namespace osu.Game.Modes
}
[Flags]
public enum LegacyButtonState
protected enum LegacyButtonState
{
None = 0,
Left1 = 1,
@ -192,7 +192,7 @@ namespace osu.Game.Modes
Smoke = 16
}
public class LegacyReplayFrame
protected class LegacyReplayFrame
{
public Vector2 Position => new Vector2(MouseX, MouseY);

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@ -157,7 +157,7 @@ namespace osu.Game.Modes.Mods
public void Apply(HitRenderer<T> hitRenderer)
{
hitRenderer.InputManager.ReplayInputHandler = CreateReplayScore(hitRenderer.Beatmap)?.Replay?.GetInputHandler();
hitRenderer.InputManager.ReplayInputHandler = CreateReplayScore(hitRenderer.Beatmap)?.Replay?.CreateInputHandler();
}
}

View File

@ -7,6 +7,6 @@ namespace osu.Game.Modes
{
public abstract class Replay
{
public virtual ReplayInputHandler GetInputHandler() => null;
public virtual ReplayInputHandler CreateInputHandler() => null;
}
}

View File

@ -6,6 +6,7 @@ using Newtonsoft.Json;
using osu.Game.Database;
using osu.Game.Modes.Mods;
using osu.Game.Users;
using System.IO;
namespace osu.Game.Modes.Scoring
{
@ -43,6 +44,13 @@ namespace osu.Game.Modes.Scoring
[JsonProperty(@"date")]
public DateTime Date;
/// <summary>
/// Creates a legacy replay which is read from a stream.
/// </summary>
/// <param name="reader">The stream reader.</param>
/// <returns>The replay.</returns>
public virtual Replay CreateLegacyReplayFrom(StreamReader reader) => new LegacyReplay(reader);
// [JsonProperty(@"count50")] 0,
//[JsonProperty(@"count100")] 0,
//[JsonProperty(@"count300")] 100,

View File

@ -126,7 +126,7 @@ namespace osu.Game
Beatmap.Value = BeatmapDatabase.GetWorkingBeatmap(s.Beatmap);
menu.Push(new PlayerLoader(new Player { ReplayInputHandler = s.Replay.GetInputHandler() }));
menu.Push(new PlayerLoader(new Player { ReplayInputHandler = s.Replay.CreateInputHandler() }));
}
protected override void LoadComplete()

View File

@ -13,14 +13,14 @@ namespace osu.Game.Screens.Select.Leaderboards
{
public class DrawableRank : Container
{
private readonly Sprite sprite;
private readonly Sprite rankSprite;
public ScoreRank Rank { get; private set; }
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
sprite.Texture = textures.Get($@"Badges/ScoreRanks/{Rank.GetDescription()}");
rankSprite.Texture = textures.Get($@"Grades/{Rank.GetDescription()}");
}
public DrawableRank(ScoreRank rank)
@ -29,10 +29,7 @@ namespace osu.Game.Screens.Select.Leaderboards
Children = new Drawable[]
{
sprite = new Sprite
{
RelativeSizeAxes = Axes.Both,
},
rankSprite = new Sprite { FillMode = FillMode.Fill },
};
}
}

View File

@ -160,7 +160,7 @@
<Compile Include="Overlays\Notifications\ProgressCompletionNotification.cs" />
<Compile Include="Overlays\Notifications\ProgressNotification.cs" />
<Compile Include="Overlays\Notifications\SimpleNotification.cs" />
<Compile Include="Overlays\Options\OptionDropDown.cs" />
<Compile Include="Overlays\Options\OptionDropdown.cs" />
<Compile Include="Overlays\Options\OptionLabel.cs" />
<Compile Include="Graphics\UserInterface\OsuDropdown.cs" />
<Compile Include="Overlays\Options\OptionsFooter.cs" />
@ -322,7 +322,7 @@
<Compile Include="Overlays\Options\OptionTextBox.cs" />
<Compile Include="Overlays\Options\OptionSlider.cs" />
<Compile Include="Configuration\ProgressBarType.cs" />
<Compile Include="Overlays\Options\OptionEnumDropDown.cs" />
<Compile Include="Overlays\Options\OptionEnumDropdown.cs" />
<Compile Include="Configuration\RankingType.cs" />
<Compile Include="Configuration\ScoreMeterType.cs" />
<Compile Include="Configuration\ReleaseStream.cs" />
@ -398,4 +398,4 @@
<Target Name="AfterBuild">
</Target>
-->
</Project>
</Project>