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Merge branch 'master' into fix-early-inactive-pause
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commit
36b628bbcc
@ -91,25 +91,25 @@ namespace osu.Game.Rulesets.Osu.Replays
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// Make the cursor stay at a hitObject as long as possible (mainly for autopilot).
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if (h.StartTime - h.HitWindowFor(OsuScoreResult.Miss) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.Position.X, h.Position.Y, ReplayButtonState.None));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.StackedEndPosition.X, prev.StackedEndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Miss), h.StackedPosition.X, h.StackedPosition.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50) > endTime + h.HitWindowFor(OsuScoreResult.Hit50) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.Position.X, h.Position.Y, ReplayButtonState.None));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit50), prev.StackedEndPosition.X, prev.StackedEndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit50), h.StackedPosition.X, h.StackedPosition.Y, ReplayButtonState.None));
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}
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else if (h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100) > endTime + h.HitWindowFor(OsuScoreResult.Hit100) + 50)
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{
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), prev.EndPosition.X, prev.EndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.Position.X, h.Position.Y, ReplayButtonState.None));
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if (!(prev is Spinner) && h.StartTime - endTime < 1000) AddFrameToReplay(new ReplayFrame(endTime + h.HitWindowFor(OsuScoreResult.Hit100), prev.StackedEndPosition.X, prev.StackedEndPosition.Y, ReplayButtonState.None));
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if (!(h is Spinner)) AddFrameToReplay(new ReplayFrame(h.StartTime - h.HitWindowFor(OsuScoreResult.Hit100), h.StackedPosition.X, h.StackedPosition.Y, ReplayButtonState.None));
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}
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}
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private void addHitObjectReplay(OsuHitObject h)
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{
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// Default values for circles/sliders
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Vector2 startPosition = h.Position;
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Vector2 startPosition = h.StackedPosition;
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EasingTypes easing = preferredEasing;
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float spinnerDirection = -1;
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@ -238,7 +238,7 @@ namespace osu.Game.Rulesets.Osu.Replays
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// TODO: Why do we delay 1 ms if the object is a spinner? There already is KEY_UP_DELAY from hEndTime.
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double hEndTime = ((h as IHasEndTime)?.EndTime ?? h.StartTime) + KEY_UP_DELAY;
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int endDelay = h is Spinner ? 1 : 0;
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.EndPosition.X, h.EndPosition.Y, ReplayButtonState.None);
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ReplayFrame endFrame = new ReplayFrame(hEndTime + endDelay, h.StackedEndPosition.X, h.StackedEndPosition.Y, ReplayButtonState.None);
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// Decrement because we want the previous frame, not the next one
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int index = FindInsertionIndex(startFrame) - 1;
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@ -26,6 +26,7 @@ namespace osu.Game.Database
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public string[] SearchableTerms => new[]
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{
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Author,
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Artist,
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ArtistUnicode,
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Title,
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@ -198,8 +198,11 @@ namespace osu.Game.Screens.Select
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var pendingSelection = selectionChangedDebounce;
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selectionChangedDebounce = null;
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pendingSelection?.RunTask();
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pendingSelection?.Cancel(); // cancel the already scheduled task.
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if (pendingSelection?.Completed == false)
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{
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pendingSelection?.RunTask();
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pendingSelection?.Cancel(); // cancel the already scheduled task.
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}
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if (Beatmap == null) return;
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