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Merge pull request #29529 from frenzibyte/fix-mania-stuff
Fix mania combo counter positioning break on centre anchor
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commit
502192ff6f
@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Skinning
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public abstract partial class ManiaSkinnableTestScene : SkinnableTestScene
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{
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[Cached(Type = typeof(IScrollingInfo))]
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private readonly TestScrollingInfo scrollingInfo = new TestScrollingInfo();
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protected readonly TestScrollingInfo ScrollingInfo = new TestScrollingInfo();
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[Cached]
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private readonly StageDefinition stage = new StageDefinition(4);
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@ -30,7 +30,7 @@ namespace osu.Game.Rulesets.Mania.Tests.Skinning
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protected ManiaSkinnableTestScene()
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{
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scrollingInfo.Direction.Value = ScrollingDirection.Down;
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ScrollingInfo.Direction.Value = ScrollingDirection.Down;
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Add(new Box
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{
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@ -43,16 +43,16 @@ namespace osu.Game.Rulesets.Mania.Tests.Skinning
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[Test]
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public void TestScrollingDown()
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{
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AddStep("change direction to down", () => scrollingInfo.Direction.Value = ScrollingDirection.Down);
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AddStep("change direction to down", () => ScrollingInfo.Direction.Value = ScrollingDirection.Down);
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}
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[Test]
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public void TestScrollingUp()
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{
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AddStep("change direction to up", () => scrollingInfo.Direction.Value = ScrollingDirection.Up);
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AddStep("change direction to up", () => ScrollingInfo.Direction.Value = ScrollingDirection.Up);
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}
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private class TestScrollingInfo : IScrollingInfo
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protected class TestScrollingInfo : IScrollingInfo
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{
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public readonly Bindable<ScrollingDirection> Direction = new Bindable<ScrollingDirection>();
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@ -1,13 +1,17 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Skinning.Argon;
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using osu.Game.Rulesets.Mania.Skinning.Legacy;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.Tests.Skinning
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@ -17,22 +21,75 @@ namespace osu.Game.Rulesets.Mania.Tests.Skinning
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[Cached]
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private ScoreProcessor scoreProcessor = new ScoreProcessor(new ManiaRuleset());
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[SetUpSteps]
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public void SetUpSteps()
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[Test]
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public void TestDisplay()
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{
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AddStep("setup", () => SetContents(s =>
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{
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if (s is ArgonSkin)
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return new ArgonManiaComboCounter();
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if (s is LegacySkin)
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return new LegacyManiaComboCounter();
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return new LegacyManiaComboCounter();
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}));
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setup(Anchor.Centre);
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AddRepeatStep("perform hit", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Great }), 20);
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AddStep("perform miss", () => scoreProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss }));
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}
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[Test]
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public void TestAnchorOrigin()
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{
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AddStep("set direction down", () => ScrollingInfo.Direction.Value = ScrollingDirection.Down);
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setup(Anchor.TopCentre, 20);
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AddStep("set direction up", () => ScrollingInfo.Direction.Value = ScrollingDirection.Up);
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check(Anchor.BottomCentre, -20);
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AddStep("set direction up", () => ScrollingInfo.Direction.Value = ScrollingDirection.Up);
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setup(Anchor.BottomCentre, -20);
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AddStep("set direction down", () => ScrollingInfo.Direction.Value = ScrollingDirection.Down);
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check(Anchor.TopCentre, 20);
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AddStep("set direction down", () => ScrollingInfo.Direction.Value = ScrollingDirection.Down);
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setup(Anchor.Centre, 20);
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AddStep("set direction up", () => ScrollingInfo.Direction.Value = ScrollingDirection.Up);
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check(Anchor.Centre, 20);
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AddStep("set direction up", () => ScrollingInfo.Direction.Value = ScrollingDirection.Up);
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setup(Anchor.Centre, -20);
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AddStep("set direction down", () => ScrollingInfo.Direction.Value = ScrollingDirection.Down);
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check(Anchor.Centre, -20);
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}
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private void setup(Anchor anchor, float y = 0)
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{
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AddStep($"setup {anchor} {y}", () => SetContents(s =>
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{
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var container = new Container
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{
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RelativeSizeAxes = Axes.Both,
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};
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if (s is ArgonSkin)
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container.Add(new ArgonManiaComboCounter());
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else if (s is LegacySkin)
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container.Add(new LegacyManiaComboCounter());
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else
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container.Add(new LegacyManiaComboCounter());
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container.Child.Anchor = anchor;
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container.Child.Origin = Anchor.Centre;
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container.Child.Y = y;
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return container;
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}));
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}
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private void check(Anchor anchor, float y)
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{
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AddAssert($"check {anchor} {y}", () =>
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{
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foreach (var combo in this.ChildrenOfType<ISerialisableDrawable>())
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{
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var drawableCombo = (Drawable)combo;
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if (drawableCombo.Anchor != anchor || drawableCombo.Y != y)
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return false;
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}
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return true;
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});
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}
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}
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}
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@ -38,11 +38,11 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
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private void updateAnchor()
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{
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// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
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if (!Anchor.HasFlag(Anchor.y1))
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{
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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}
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if (Anchor.HasFlag(Anchor.y1))
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return;
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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// change the sign of the Y coordinate in line with the scrolling direction.
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// i.e. if the user changes direction from down to up, the anchor is changed from top to bottom, and the Y is flipped from positive to negative here.
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@ -1,6 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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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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@ -44,16 +45,15 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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private void updateAnchor()
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{
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// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
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if (!Anchor.HasFlag(Anchor.y1))
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{
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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}
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if (Anchor.HasFlag(Anchor.y1))
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return;
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// since we flip the vertical anchor when changing scroll direction,
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// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
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if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
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Y = -Y;
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Anchor &= ~(Anchor.y0 | Anchor.y2);
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Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
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// change the sign of the Y coordinate in line with the scrolling direction.
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// i.e. if the user changes direction from down to up, the anchor is changed from top to bottom, and the Y is flipped from positive to negative here.
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Y = Math.Abs(Y) * (direction.Value == ScrollingDirection.Up ? -1 : 1);
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}
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protected override void OnCountIncrement()
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