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Merge branch 'master' into first-run-behaviour-screen

This commit is contained in:
Salman Ahmed 2022-04-26 12:09:32 +03:00 committed by GitHub
commit 4638dd97db
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9 changed files with 32 additions and 20 deletions

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@ -123,7 +123,12 @@ namespace osu.Desktop
tools.RemoveUninstallerRegistryEntry();
}, onEveryRun: (version, tools, firstRun) =>
{
tools.SetProcessAppUserModelId();
// While setting the `ProcessAppUserModelId` fixes duplicate icons/shortcuts on the taskbar, it currently
// causes the right-click context menu to function incorrectly.
//
// This may turn out to be non-required after an alternative solution is implemented.
// see https://github.com/clowd/Clowd.Squirrel/issues/24
// tools.SetProcessAppUserModelId();
});
}

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@ -21,7 +21,9 @@ namespace osu.Game.Tests.Visual.Gameplay
protected override void AddCheckSteps()
{
AddUntilStep("player is playing", () => Player.LocalUserPlaying.Value);
AddUntilStep("wait for fail", () => Player.GameplayState.HasFailed);
AddAssert("player is not playing", () => !Player.LocalUserPlaying.Value);
AddUntilStep("wait for multiple judgements", () => ((FailPlayer)Player).ScoreProcessor.JudgedHits > 1);
AddAssert("total number of results == 1", () =>
{

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@ -85,7 +85,10 @@ namespace osu.Game.Tests.Visual.Gameplay
{
AddStep("move cursor outside", () => InputManager.MoveMouseTo(Player.ScreenSpaceDrawQuad.TopLeft - new Vector2(10)));
pauseAndConfirm();
AddAssert("player not playing", () => !Player.LocalUserPlaying.Value);
resumeAndConfirm();
AddUntilStep("player playing", () => Player.LocalUserPlaying.Value);
}
[Test]

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@ -108,7 +108,7 @@ namespace osu.Game.Graphics.UserInterface
if (Enabled.Value)
{
Debug.Assert(backgroundColour != null);
Background.FlashColour(backgroundColour.Value, 200);
Background.FlashColour(backgroundColour.Value.Lighten(0.4f), 200);
}
return base.OnClick(e);

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@ -375,13 +375,13 @@ namespace osu.Game.Rulesets.Scoring
{
if (acc == 1)
return ScoreRank.X;
if (acc > 0.95)
if (acc >= 0.95)
return ScoreRank.S;
if (acc > 0.9)
if (acc >= 0.9)
return ScoreRank.A;
if (acc > 0.8)
if (acc >= 0.8)
return ScoreRank.B;
if (acc > 0.7)
if (acc >= 0.7)
return ScoreRank.C;
return ScoreRank.D;

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@ -66,7 +66,7 @@ namespace osu.Game.Screens.Play
private readonly FillFlowContainer bottomRightElements;
private readonly FillFlowContainer topRightElements;
internal readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
internal readonly IBindable<bool> IsPlaying = new Bindable<bool>();
private bool holdingForHUD;
@ -152,7 +152,7 @@ namespace osu.Game.Screens.Play
ShowHud.BindValueChanged(visible => hideTargets.ForEach(d => d.FadeTo(visible.NewValue ? 1 : 0, FADE_DURATION, FADE_EASING)));
IsBreakTime.BindValueChanged(_ => updateVisibility());
IsPlaying.BindValueChanged(_ => updateVisibility());
configVisibilityMode.BindValueChanged(_ => updateVisibility(), true);
replayLoaded.BindValueChanged(replayLoadedValueChanged, true);
@ -218,7 +218,7 @@ namespace osu.Game.Screens.Play
case HUDVisibilityMode.HideDuringGameplay:
// always show during replay as we want the seek bar to be visible.
ShowHud.Value = replayLoaded.Value || IsBreakTime.Value;
ShowHud.Value = replayLoaded.Value || !IsPlaying.Value;
break;
case HUDVisibilityMode.Always:

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@ -457,7 +457,7 @@ namespace osu.Game.Screens.Play
private void updateGameplayState()
{
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value;
bool inGameplay = !DrawableRuleset.HasReplayLoaded.Value && !DrawableRuleset.IsPaused.Value && !breakTracker.IsBreakTime.Value && !GameplayState.HasFailed;
OverlayActivationMode.Value = inGameplay ? OverlayActivation.Disabled : OverlayActivation.UserTriggered;
localUserPlaying.Value = inGameplay;
}
@ -812,6 +812,8 @@ namespace osu.Game.Screens.Play
GameplayState.HasFailed = true;
Score.ScoreInfo.Passed = false;
updateGameplayState();
// There is a chance that we could be in a paused state as the ruleset's internal clock (see FrameStabilityContainer)
// could process an extra frame after the GameplayClock is stopped.
// In such cases we want the fail state to precede a user triggered pause.
@ -945,7 +947,7 @@ namespace osu.Game.Screens.Play
failAnimationLayer.Background = b;
});
HUDOverlay.IsBreakTime.BindTo(breakTracker.IsBreakTime);
HUDOverlay.IsPlaying.BindTo(localUserPlaying);
DimmableStoryboard.IsBreakTime.BindTo(breakTracker.IsBreakTime);
DimmableStoryboard.StoryboardReplacesBackground.BindTo(storyboardReplacesBackground);

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@ -212,12 +212,12 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
Children = new[]
{
new RankBadge(1f, getRank(ScoreRank.X)),
new RankBadge(0.95f, getRank(ScoreRank.S)),
new RankBadge(0.9f, getRank(ScoreRank.A)),
new RankBadge(0.8f, getRank(ScoreRank.B)),
new RankBadge(0.7f, getRank(ScoreRank.C)),
new RankBadge(0.35f, getRank(ScoreRank.D)),
new RankBadge(1, getRank(ScoreRank.X)),
new RankBadge(0.95, getRank(ScoreRank.S)),
new RankBadge(0.9, getRank(ScoreRank.A)),
new RankBadge(0.8, getRank(ScoreRank.B)),
new RankBadge(0.7, getRank(ScoreRank.C)),
new RankBadge(0.35, getRank(ScoreRank.D)),
}
},
rankText = new RankText(score.Rank)

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@ -23,7 +23,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
/// <summary>
/// The accuracy value corresponding to the <see cref="ScoreRank"/> displayed by this badge.
/// </summary>
public readonly float Accuracy;
public readonly double Accuracy;
private readonly ScoreRank rank;
@ -35,7 +35,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
/// </summary>
/// <param name="accuracy">The accuracy value corresponding to <paramref name="rank"/>.</param>
/// <param name="rank">The <see cref="ScoreRank"/> to be displayed in this <see cref="RankBadge"/>.</param>
public RankBadge(float accuracy, ScoreRank rank)
public RankBadge(double accuracy, ScoreRank rank)
{
Accuracy = accuracy;
this.rank = rank;
@ -90,7 +90,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
base.Update();
// Starts at -90deg (top) and moves counter-clockwise by the accuracy
rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - Accuracy) * MathF.PI * 2);
rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - (float)Accuracy) * MathF.PI * 2);
}
private Vector2 circlePosition(float t)