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Merge branch 'master' into osu-hitobject-pooling-playfield

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Dean Herbert 2020-11-14 15:44:00 +09:00 committed by GitHub
commit 354e748e45
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8 changed files with 63 additions and 11 deletions

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@ -249,6 +249,10 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
if (action != Action.Value)
return false;
// do not run any of this logic when rewinding, as it inverts order of presses/releases.
if (Time.Elapsed < 0)
return false;
if (CheckHittable?.Invoke(this, Time.Current) == false)
return false;
@ -281,6 +285,10 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
if (action != Action.Value)
return;
// do not run any of this logic when rewinding, as it inverts order of presses/releases.
if (Time.Elapsed < 0)
return;
// Make sure a hold was started
if (HoldStartTime == null)
return;

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@ -45,12 +45,12 @@ namespace osu.Game.Rulesets.Osu.Edit
public override bool HandleReverse()
{
var hitObjects = selectedMovableObjects;
var hitObjects = EditorBeatmap.SelectedHitObjects;
double endTime = hitObjects.Max(h => h.GetEndTime());
double startTime = hitObjects.Min(h => h.StartTime);
bool moreThanOneObject = hitObjects.Length > 1;
bool moreThanOneObject = hitObjects.Count > 1;
foreach (var h in hitObjects)
{

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@ -1,9 +1,12 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System.Linq;
using NUnit.Framework;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Overlays;
using osu.Game.Screens;
using osu.Game.Screens.Menu;
@ -73,6 +76,22 @@ namespace osu.Game.Tests.Visual.Navigation
AddAssert("did perform", () => actionPerformed);
}
[Test]
public void TestOverlaysAlwaysClosed()
{
ChatOverlay chat = null;
AddUntilStep("is at menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddUntilStep("wait for chat load", () => (chat = Game.ChildrenOfType<ChatOverlay>().SingleOrDefault()) != null);
AddStep("show chat", () => InputManager.Key(Key.F8));
AddStep("try to perform", () => Game.PerformFromScreen(_ => actionPerformed = true));
AddUntilStep("still at menu", () => Game.ScreenStack.CurrentScreen is MainMenu);
AddAssert("did perform", () => actionPerformed);
AddAssert("chat closed", () => chat.State.Value == Visibility.Hidden);
}
[TestCase(true)]
[TestCase(false)]
public void TestPerformBlockedByDialog(bool confirmed)

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@ -68,6 +68,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
LabelText = "Positional hitsounds",
Current = config.GetBindable<bool>(OsuSetting.PositionalHitSounds)
},
new SettingsCheckbox
{
LabelText = "Always play first combo break sound",
Current = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak)
},
new SettingsEnumDropdown<ScoreMeterType>
{
LabelText = "Score meter type",

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@ -76,6 +76,8 @@ namespace osu.Game
// a dialog may be blocking the execution for now.
if (checkForDialog(current)) return;
game.CloseAllOverlays(false);
// we may already be at the target screen type.
if (validScreens.Contains(getCurrentScreen().GetType()) && !beatmap.Disabled)
{
@ -83,8 +85,6 @@ namespace osu.Game
return;
}
game.CloseAllOverlays(false);
while (current != null)
{
if (validScreens.Contains(current.GetType()))

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@ -15,6 +15,6 @@ namespace osu.Game.Rulesets.UI
/// <param name="hitObject">The <see cref="HitObject"/> to retrieve the <see cref="DrawableHitObject"/> representation of.</param>
/// <returns>The <see cref="DrawableHitObject"/> representing <see cref="HitObject"/>, or <c>null</c> if no poolable representation exists.</returns>
[CanBeNull]
public DrawableHitObject GetPooledDrawableRepresentation([NotNull] HitObject hitObject);
DrawableHitObject GetPooledDrawableRepresentation([NotNull] HitObject hitObject);
}
}

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@ -17,8 +17,9 @@ namespace osu.Game.Screens.Play
private SkinnableSound comboBreakSample;
private Bindable<bool> alwaysPlay;
private bool firstTime = true;
private Bindable<bool> alwaysPlayFirst;
private double? firstBreakTime;
public ComboEffects(ScoreProcessor processor)
{
@ -29,7 +30,7 @@ namespace osu.Game.Screens.Play
private void load(OsuConfigManager config)
{
InternalChild = comboBreakSample = new SkinnableSound(new SampleInfo("Gameplay/combobreak"));
alwaysPlay = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak);
alwaysPlayFirst = config.GetBindable<bool>(OsuSetting.AlwaysPlayFirstComboBreak);
}
protected override void LoadComplete()
@ -38,12 +39,31 @@ namespace osu.Game.Screens.Play
processor.Combo.BindValueChanged(onComboChange);
}
[Resolved(canBeNull: true)]
private ISamplePlaybackDisabler samplePlaybackDisabler { get; set; }
[Resolved]
private GameplayClock gameplayClock { get; set; }
private void onComboChange(ValueChangedEvent<int> combo)
{
if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlay.Value && firstTime)))
// handle the case of rewinding before the first combo break time.
if (gameplayClock.CurrentTime < firstBreakTime)
firstBreakTime = null;
if (gameplayClock.ElapsedFrameTime < 0)
return;
if (combo.NewValue == 0 && (combo.OldValue > 20 || (alwaysPlayFirst.Value && firstBreakTime == null)))
{
firstBreakTime = gameplayClock.CurrentTime;
// combo break isn't a pausable sound itself as we want to let it play out.
// we still need to disable during seeks, though.
if (samplePlaybackDisabler?.SamplePlaybackDisabled.Value == true)
return;
comboBreakSample?.Play();
firstTime = false;
}
}
}

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@ -302,12 +302,12 @@ namespace osu.Game.Screens.Play
{
ScoreProcessor,
HealthProcessor,
new ComboEffects(ScoreProcessor),
breakTracker = new BreakTracker(DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Breaks = working.Beatmap.Breaks
}
}),
new ComboEffects(ScoreProcessor)
}
};