mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 12:17:26 +08:00
Merge branch 'master' into taiko-explosion-rework
This commit is contained in:
commit
40dea0e2db
@ -31,6 +31,9 @@ namespace osu.Game.Rulesets.Catch.Replays
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public override Replay Generate()
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{
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if (Beatmap.HitObjects.Count == 0)
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return Replay;
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// todo: add support for HT DT
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const double dash_speed = Catcher.BASE_SPEED;
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const double movement_speed = dash_speed / 2;
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|
@ -46,6 +46,9 @@ namespace osu.Game.Rulesets.Mania.Replays
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public override Replay Generate()
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{
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if (Beatmap.HitObjects.Count == 0)
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return Replay;
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var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
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var actions = new List<ManiaAction>();
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|
@ -15,6 +15,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
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{
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private readonly ManualSliderBody body;
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/// <summary>
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/// Offset in absolute (local) coordinates from the start of the curve.
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/// </summary>
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public Vector2 PathStartLocation => body.PathOffset;
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public SliderBodyPiece()
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{
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InternalChild = body = new ManualSliderBody
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|
@ -190,7 +190,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
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new OsuMenuItem("Add control point", MenuItemType.Standard, () => addControlPoint(rightClickPosition)),
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};
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public override Vector2 ScreenSpaceSelectionPoint => ((DrawableSlider)DrawableObject).HeadCircle.ScreenSpaceDrawQuad.Centre;
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public override Vector2 ScreenSpaceSelectionPoint => BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => BodyPiece.ReceivePositionalInputAt(screenSpacePos);
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|
@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 500;
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private const double editor_hit_object_fade_out_extension = 700;
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public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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@ -32,20 +33,37 @@ namespace osu.Game.Rulesets.Osu.Edit
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (state)
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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case ArmedState.Miss:
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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default:
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// there are quite a few drawable hit types we don't want to extent (spinners, ticks etc.)
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return;
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hitObject.RemoveTransform(existing);
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
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|
@ -3,7 +3,6 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -93,7 +92,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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base.LoadComplete();
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drawableSpinner.RotationTracker.Complete.BindValueChanged(complete => updateComplete(complete.NewValue, 200));
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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}
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protected override void Update()
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@ -123,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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centre.ScaleTo(0);
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mainContainer.ScaleTo(0);
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@ -144,11 +143,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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// transforms we have from completing the spinner will be rolled back, so reapply immediately.
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updateComplete(state.NewValue == ArmedState.Hit, 0);
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updateComplete(state == ArmedState.Hit, 0);
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using (BeginDelayedSequence(spinner.Duration, true))
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{
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switch (state.NewValue)
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switch (state)
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{
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case ArmedState.Hit:
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this.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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@ -185,5 +184,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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return true;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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|
@ -72,6 +72,9 @@ namespace osu.Game.Rulesets.Osu.Replays
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public override Replay Generate()
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{
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if (Beatmap.HitObjects.Count == 0)
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return Replay;
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buttonIndex = 0;
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AddFrameToReplay(new OsuReplayFrame(-100000, new Vector2(256, 500)));
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|
@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -72,10 +71,10 @@ namespace osu.Game.Rulesets.Osu.Skinning
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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var spinner = (Spinner)drawableSpinner.HitObject;
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@ -95,5 +94,13 @@ namespace osu.Game.Rulesets.Osu.Skinning
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Scale = new Vector2(final_scale * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, drawableSpinner.Progress) * 0.2f));
|
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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|
@ -3,7 +3,6 @@
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|
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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@ -86,10 +85,10 @@ namespace osu.Game.Rulesets.Osu.Skinning
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base.LoadComplete();
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this.FadeOut();
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drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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}
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private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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var spinner = drawableSpinner.HitObject;
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@ -127,5 +126,13 @@ namespace osu.Game.Rulesets.Osu.Skinning
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return (float)barCount / total_bars * final_metre_height;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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|
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if (drawableSpinner != null)
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drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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|
@ -57,7 +57,13 @@ namespace osu.Game.Rulesets.Taiko.Edit
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ChangeHandler.BeginChange();
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foreach (var h in hits)
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h.IsStrong = state;
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{
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if (h.IsStrong != state)
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{
|
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h.IsStrong = state;
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EditorBeatmap.UpdateHitObject(h);
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}
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}
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ChangeHandler.EndChange();
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}
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|
@ -30,6 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Replays
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public override Replay Generate()
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{
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if (Beatmap.HitObjects.Count == 0)
|
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return Replay;
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|
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bool hitButton = true;
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|
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Frames.Add(new TaikoReplayFrame(-100000));
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|
@ -2,7 +2,9 @@
|
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// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using NUnit.Framework;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Screens.Edit;
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|
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namespace osu.Game.Tests.Editing
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@ -13,11 +15,12 @@ namespace osu.Game.Tests.Editing
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[Test]
|
||||
public void TestSaveRestoreState()
|
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{
|
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var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
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var (handler, beatmap) = createChangeHandler();
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|
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Assert.That(handler.CanUndo.Value, Is.False);
|
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Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
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addArbitraryChange(beatmap);
|
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handler.SaveState();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
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@ -29,15 +32,48 @@ namespace osu.Game.Tests.Editing
|
||||
Assert.That(handler.CanRedo.Value, Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSaveSameStateDoesNotSave()
|
||||
{
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
||||
addArbitraryChange(beatmap);
|
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handler.SaveState();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
||||
string hash = handler.CurrentStateHash;
|
||||
|
||||
// save a save without making any changes
|
||||
handler.SaveState();
|
||||
|
||||
Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
|
||||
|
||||
handler.RestoreState(-1);
|
||||
|
||||
Assert.That(hash, Is.Not.EqualTo(handler.CurrentStateHash));
|
||||
|
||||
// we should only be able to restore once even though we saved twice.
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
Assert.That(handler.CanRedo.Value, Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMaxStatesSaved()
|
||||
{
|
||||
var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
|
||||
for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
|
||||
{
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
}
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
|
||||
@ -53,12 +89,15 @@ namespace osu.Game.Tests.Editing
|
||||
[Test]
|
||||
public void TestMaxStatesExceeded()
|
||||
{
|
||||
var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
|
||||
for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES * 2; i++)
|
||||
{
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
}
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
|
||||
@ -70,5 +109,17 @@ namespace osu.Game.Tests.Editing
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
}
|
||||
|
||||
private (EditorChangeHandler, EditorBeatmap) createChangeHandler()
|
||||
{
|
||||
var beatmap = new EditorBeatmap(new Beatmap());
|
||||
|
||||
return (new EditorChangeHandler(beatmap), beatmap);
|
||||
}
|
||||
|
||||
private void addArbitraryChange(EditorBeatmap beatmap)
|
||||
{
|
||||
beatmap.Add(new HitCircle { StartTime = RNG.Next(0, 100000) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -12,6 +12,14 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer;
|
||||
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
|
||||
AddUntilStep("gameplay has started",
|
||||
() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestGameplayOverlayActivation()
|
||||
{
|
||||
@ -21,7 +29,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
[Test]
|
||||
public void TestGameplayOverlayActivationPaused()
|
||||
{
|
||||
AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
|
||||
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
|
||||
AddStep("pause gameplay", () => Player.Pause());
|
||||
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
|
||||
}
|
||||
|
@ -112,6 +112,9 @@ namespace osu.Game.Graphics.Containers
|
||||
|
||||
CornerRadius = 5;
|
||||
|
||||
// needs to be set initially for the ResizeTo to respect minimum size
|
||||
Size = new Vector2(SCROLL_BAR_HEIGHT);
|
||||
|
||||
const float margin = 3;
|
||||
|
||||
Margin = new MarginPadding
|
||||
|
@ -45,15 +45,21 @@ namespace osu.Game.Rulesets.Edit
|
||||
base.LoadComplete();
|
||||
|
||||
beatmap.HitObjectAdded += addHitObject;
|
||||
beatmap.HitObjectUpdated += updateReplay;
|
||||
beatmap.HitObjectRemoved += removeHitObject;
|
||||
}
|
||||
|
||||
private void updateReplay(HitObject obj = null) =>
|
||||
drawableRuleset.RegenerateAutoplay();
|
||||
|
||||
private void addHitObject(HitObject hitObject)
|
||||
{
|
||||
var drawableObject = drawableRuleset.CreateDrawableRepresentation((TObject)hitObject);
|
||||
|
||||
drawableRuleset.Playfield.Add(drawableObject);
|
||||
drawableRuleset.Playfield.PostProcess();
|
||||
|
||||
updateReplay();
|
||||
}
|
||||
|
||||
private void removeHitObject(HitObject hitObject)
|
||||
@ -62,6 +68,8 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
drawableRuleset.Playfield.Remove(drawableObject);
|
||||
drawableRuleset.Playfield.PostProcess();
|
||||
|
||||
drawableRuleset.RegenerateAutoplay();
|
||||
}
|
||||
|
||||
public override bool PropagatePositionalInputSubTree => false;
|
||||
|
@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
try
|
||||
{
|
||||
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap))
|
||||
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
|
||||
{
|
||||
Clock = EditorClock,
|
||||
ProcessCustomClock = false
|
||||
|
@ -151,8 +151,11 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
|
||||
|
||||
[Resolved]
|
||||
private OsuConfigManager config { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config, CancellationToken? cancellationToken)
|
||||
private void load(CancellationToken? cancellationToken)
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
@ -178,11 +181,18 @@ namespace osu.Game.Rulesets.UI
|
||||
.WithChild(ResumeOverlay)));
|
||||
}
|
||||
|
||||
applyRulesetMods(Mods, config);
|
||||
RegenerateAutoplay();
|
||||
|
||||
loadObjects(cancellationToken);
|
||||
}
|
||||
|
||||
public void RegenerateAutoplay()
|
||||
{
|
||||
// for now this is applying mods which aren't just autoplay.
|
||||
// we'll need to reconsider this flow in the future.
|
||||
applyRulesetMods(Mods, config);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates and adds drawable representations of hit objects to the play field.
|
||||
/// </summary>
|
||||
|
@ -123,39 +123,63 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
try
|
||||
{
|
||||
if (!FrameStablePlayback)
|
||||
return;
|
||||
|
||||
if (firstConsumption)
|
||||
if (FrameStablePlayback)
|
||||
{
|
||||
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
|
||||
// Instead we perform an initial seek to the proposed time.
|
||||
if (firstConsumption)
|
||||
{
|
||||
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
|
||||
// Instead we perform an initial seek to the proposed time.
|
||||
|
||||
// process frame (in addition to finally clause) to clear out ElapsedTime
|
||||
manualClock.CurrentTime = newProposedTime;
|
||||
framedClock.ProcessFrame();
|
||||
// process frame (in addition to finally clause) to clear out ElapsedTime
|
||||
manualClock.CurrentTime = newProposedTime;
|
||||
framedClock.ProcessFrame();
|
||||
|
||||
firstConsumption = false;
|
||||
}
|
||||
else if (manualClock.CurrentTime < gameplayStartTime)
|
||||
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
|
||||
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
|
||||
{
|
||||
newProposedTime = newProposedTime > manualClock.CurrentTime
|
||||
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
|
||||
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
|
||||
firstConsumption = false;
|
||||
}
|
||||
else if (manualClock.CurrentTime < gameplayStartTime)
|
||||
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
|
||||
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
|
||||
{
|
||||
newProposedTime = newProposedTime > manualClock.CurrentTime
|
||||
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
|
||||
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
|
||||
}
|
||||
}
|
||||
|
||||
if (isAttached)
|
||||
{
|
||||
double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime);
|
||||
double? newTime;
|
||||
|
||||
if (newTime == null)
|
||||
if (FrameStablePlayback)
|
||||
{
|
||||
// we shouldn't execute for this time value. probably waiting on more replay data.
|
||||
validState = false;
|
||||
requireMoreUpdateLoops = true;
|
||||
return;
|
||||
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
|
||||
if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
|
||||
{
|
||||
// setting invalid state here ensures that gameplay will not continue (ie. our child
|
||||
// hierarchy won't be updated).
|
||||
validState = false;
|
||||
|
||||
// potentially loop to catch-up playback.
|
||||
requireMoreUpdateLoops = true;
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// when stability is disabled, we don't really care about accuracy.
|
||||
// looping over the replay will allow it to catch up and feed out the required values
|
||||
// for the current time.
|
||||
while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
|
||||
{
|
||||
if (newTime == null)
|
||||
{
|
||||
// special case for when the replay actually can't arrive at the required time.
|
||||
// protects from potential endless loop.
|
||||
validState = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
newProposedTime = newTime.Value;
|
||||
|
@ -201,6 +201,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (isDraggingBlueprint)
|
||||
{
|
||||
// handle positional change etc.
|
||||
foreach (var obj in selectedHitObjects)
|
||||
Beatmap.UpdateHitObject(obj);
|
||||
|
||||
changeHandler?.EndChange();
|
||||
isDraggingBlueprint = false;
|
||||
}
|
||||
|
@ -212,6 +212,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (blueprint != null)
|
||||
{
|
||||
// doing this post-creations as adding the default hit sample should be the case regardless of the ruleset.
|
||||
blueprint.HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_NORMAL });
|
||||
|
||||
placementBlueprintContainer.Child = currentPlacement = blueprint;
|
||||
|
||||
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
|
||||
|
@ -288,8 +288,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
var comboInfo = h as IHasComboInformation;
|
||||
|
||||
if (comboInfo == null)
|
||||
continue;
|
||||
if (comboInfo == null || comboInfo.NewCombo == state) continue;
|
||||
|
||||
comboInfo.NewCombo = state;
|
||||
EditorBeatmap?.UpdateHitObject(h);
|
||||
|
@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
@ -89,23 +90,27 @@ namespace osu.Game.Screens.Edit
|
||||
if (isRestoring)
|
||||
return;
|
||||
|
||||
if (currentState < savedStates.Count - 1)
|
||||
savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
|
||||
|
||||
if (savedStates.Count > MAX_SAVED_STATES)
|
||||
savedStates.RemoveAt(0);
|
||||
|
||||
using (var stream = new MemoryStream())
|
||||
{
|
||||
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
|
||||
new LegacyBeatmapEncoder(editorBeatmap, editorBeatmap.BeatmapSkin).Encode(sw);
|
||||
|
||||
savedStates.Add(stream.ToArray());
|
||||
var newState = stream.ToArray();
|
||||
|
||||
// if the previous state is binary equal we don't need to push a new one, unless this is the initial state.
|
||||
if (savedStates.Count > 0 && newState.SequenceEqual(savedStates.Last())) return;
|
||||
|
||||
if (currentState < savedStates.Count - 1)
|
||||
savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
|
||||
|
||||
if (savedStates.Count > MAX_SAVED_STATES)
|
||||
savedStates.RemoveAt(0);
|
||||
|
||||
savedStates.Add(newState);
|
||||
|
||||
currentState = savedStates.Count - 1;
|
||||
updateBindables();
|
||||
}
|
||||
|
||||
currentState = savedStates.Count - 1;
|
||||
|
||||
updateBindables();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user