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Merge pull request #1153 from smoogipooo/fix-taiko-barlines
Fix taiko major bar lines not showing triangles
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commit
5068bbfd87
@ -1 +1 @@
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Subproject commit 825505e788c4f093b269c61b485d38d50cd68096
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Subproject commit bce1e26732360caf4acb716fde439de48805014e
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@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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};
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
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protected override TaikoJudgement CreateJudgement() => null;
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protected override void UpdateState(ArmedState state)
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{
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@ -20,10 +20,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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private const float triangle_size = 20f;
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private readonly Container triangleContainer;
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public DrawableBarLineMajor(BarLine barLine)
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: base(barLine)
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{
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Add(new Container
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Add(triangleContainer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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@ -53,5 +55,13 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Tracker.Alpha = 1f;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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using (triangleContainer.BeginAbsoluteSequence(HitObject.StartTime))
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triangleContainer.FadeOut(150);
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}
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}
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}
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@ -45,6 +45,8 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Container topLevelHitContainer;
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private readonly Container barlineContainer;
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private readonly Container overlayBackgroundContainer;
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private readonly Container backgroundContainer;
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@ -85,7 +87,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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new Container
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{
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Name = "Masked elements",
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Name = "Masked elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Masking = true,
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@ -103,13 +105,21 @@ namespace osu.Game.Rulesets.Taiko.UI
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit
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},
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content = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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}
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}
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},
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barlineContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }
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},
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content = new Container
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{
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Name = "Hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Masking = true
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},
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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@ -198,6 +208,10 @@ namespace osu.Game.Rulesets.Taiko.UI
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base.Add(h);
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var barline = h as DrawableBarLine;
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if (barline != null)
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barlineContainer.Add(barline.CreateProxy());
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// Swells should be moved at the very top of the playfield when they reach the hit target
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var swell = h as DrawableSwell;
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if (swell != null)
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@ -106,6 +106,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <returns>Whether a hit was processed.</returns>
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protected bool UpdateJudgement(bool userTriggered)
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{
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if (Judgement == null)
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return false;
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var partial = Judgement as IPartialJudgement;
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// Never re-process non-partial hits
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@ -151,10 +151,6 @@ namespace osu.Game.Rulesets.UI
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/// </summary>
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public readonly BindableBool Reversed = new BindableBool();
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/// <summary>
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/// Hit objects that are to be re-processed on the next update.
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/// </summary>
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private readonly List<DrawableHitObject> queuedHitObjects = new List<DrawableHitObject>();
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private readonly Container<SpeedAdjustmentContainer> speedAdjustments;
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private readonly Axes scrollingAxes;
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@ -168,6 +164,9 @@ namespace osu.Game.Rulesets.UI
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this.scrollingAxes = scrollingAxes;
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AddInternal(speedAdjustments = new Container<SpeedAdjustmentContainer> { RelativeSizeAxes = Axes.Both });
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// Default speed adjustment
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AddSpeedAdjustment(new SpeedAdjustmentContainer(new MultiplierControlPoint(0)));
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}
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/// <summary>
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@ -180,6 +179,21 @@ namespace osu.Game.Rulesets.UI
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speedAdjustment.VisibleTimeRange.BindTo(VisibleTimeRange);
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speedAdjustment.Reversed.BindTo(Reversed);
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speedAdjustments.Add(speedAdjustment);
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// We now need to re-sort the hit objects in the last speed adjustment prior to this one, to see if they need a new parent
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var previousSpeedAdjustment = speedAdjustments.LastOrDefault(s => s.ControlPoint.StartTime < speedAdjustment.ControlPoint.StartTime);
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if (previousSpeedAdjustment == null)
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return;
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foreach (DrawableHitObject h in previousSpeedAdjustment.Children)
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{
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var newSpeedAdjustment = adjustmentContainerFor(h);
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if (newSpeedAdjustment == previousSpeedAdjustment)
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continue;
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previousSpeedAdjustment.Remove(h);
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newSpeedAdjustment.Add(h);
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}
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}
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public override IEnumerable<DrawableHitObject> Objects => speedAdjustments.SelectMany(s => s.Children);
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@ -194,30 +208,14 @@ namespace osu.Game.Rulesets.UI
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if (!(hitObject is IScrollingHitObject))
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throw new InvalidOperationException($"Hit objects added to a {nameof(ScrollingHitObjectContainer)} must implement {nameof(IScrollingHitObject)}.");
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queuedHitObjects.Add(hitObject);
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var target = adjustmentContainerFor(hitObject);
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if (target == null)
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throw new InvalidOperationException($"A {nameof(SpeedAdjustmentContainer)} to container {hitObject} could not be found.");
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target.Add(hitObject);
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}
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public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject)) || queuedHitObjects.Remove(hitObject);
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protected override void Update()
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{
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base.Update();
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// Todo: At the moment this is going to re-process every single Update, however this will only be a null-op
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// when there are no SpeedAdjustmentContainers available. This should probably error or something, but it's okay for now.
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for (int i = queuedHitObjects.Count - 1; i >= 0; i--)
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{
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var hitObject = queuedHitObjects[i];
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var target = adjustmentContainerFor(hitObject);
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if (target == null)
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continue;
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target.Add(hitObject);
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queuedHitObjects.RemoveAt(i);
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}
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}
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public override bool Remove(DrawableHitObject hitObject) => speedAdjustments.Any(s => s.Remove(hitObject));
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/// <summary>
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/// Finds the <see cref="SpeedAdjustmentContainer"/> which provides the speed adjustment active at the start time
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