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https://github.com/ppy/osu.git
synced 2025-01-28 20:32:55 +08:00
Merge branch 'master' into better_hitobject_defaults
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commit
5474710c13
@ -1 +1 @@
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Subproject commit 53dfe2a110d732cca0e7df58c33eca368bc7ff61
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Subproject commit db310bfc10cd1c9ed12c9e19cdc0edfa53117353
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@ -33,10 +33,10 @@ namespace osu.Desktop.VisualTests.Tests
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Position = new Vector2(275, 5)
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});
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filter.PinTab(GroupMode.All);
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filter.PinTab(GroupMode.RecentlyPlayed);
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filter.PinItem(GroupMode.All);
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filter.PinItem(GroupMode.RecentlyPlayed);
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filter.ValueChanged += (sender, mode) =>
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filter.ItemChanged += (sender, mode) =>
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{
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text.Text = "Currently Selected: " + mode.ToString();
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};
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@ -39,7 +39,7 @@ namespace osu.Game.Database
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using (SerializationReader sr = new SerializationReader(s))
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{
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var ruleset = Ruleset.GetRuleset((PlayMode)sr.ReadByte());
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score = ruleset.CreateScoreProcessor().GetScore();
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score = ruleset.CreateScoreProcessor().CreateScore();
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/* score.Pass = true;*/
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var version = sr.ReadInt32();
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@ -28,7 +28,7 @@ namespace osu.Game.Graphics.UserInterface
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throw new InvalidOperationException("OsuTabControl only supports enums as the generic type argument");
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foreach (var val in (T[])Enum.GetValues(typeof(T)))
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AddTab(val);
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AddItem(val);
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}
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[BackgroundDependencyLoader]
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@ -7,12 +7,64 @@ using System.Collections.Generic;
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using osu.Game.Modes.Judgements;
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using osu.Game.Modes.UI;
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using osu.Game.Modes.Objects;
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using osu.Game.Beatmaps;
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namespace osu.Game.Modes
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{
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public abstract class ScoreProcessor
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{
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public virtual Score GetScore() => new Score
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/// <summary>
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/// Invoked when the ScoreProcessor is in a failed state.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// The current total score.
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/// </summary>
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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/// <summary>
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/// The current accuracy.
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/// </summary>
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public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current health.
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/// </summary>
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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/// <summary>
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/// The current combo.
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/// </summary>
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// THe highest combo achieved by this score.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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/// <summary>
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/// Whether the score is in a failed state.
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/// </summary>
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public virtual bool HasFailed => false;
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed state.
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/// </summary>
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private bool alreadyFailed;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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Reset();
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}
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/// <summary>
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/// Creates a Score applicable to the game mode in which this ScoreProcessor resides.
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/// </summary>
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/// <returns>The Score.</returns>
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public virtual Score CreateScore() => new Score
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{
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TotalScore = TotalScore,
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Combo = Combo,
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@ -21,30 +73,32 @@ namespace osu.Game.Modes
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Health = Health,
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};
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public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
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public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public readonly BindableDouble Health = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public readonly BindableInt Combo = new BindableInt();
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/// <summary>
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/// Keeps track of the highest combo ever achieved in this play.
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/// This is handled automatically by ScoreProcessor.
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/// Resets this ScoreProcessor to a default state.
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/// </summary>
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public readonly BindableInt HighestCombo = new BindableInt();
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/// <summary>
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/// Called when we reach a failing health of zero.
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/// </summary>
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public event Action Failed;
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/// <summary>
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/// Notifies subscribers that the score is in a failed state.
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/// </summary>
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protected void TriggerFailed()
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protected virtual void Reset()
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{
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TotalScore.Value = 0;
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Accuracy.Value = 0;
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Health.Value = 0;
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Combo.Value = 0;
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HighestCombo.Value = 0;
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alreadyFailed = false;
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}
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/// <summary>
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/// Checks if the score is in a failed state and notifies subscribers.
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/// <para>
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/// This can only ever notify subscribers once.
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/// </para>
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/// </summary>
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protected void UpdateFailed()
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{
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if (alreadyFailed || !HasFailed)
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return;
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alreadyFailed = true;
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Failed?.Invoke();
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}
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}
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@ -56,32 +110,35 @@ namespace osu.Game.Modes
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/// <summary>
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/// All judgements held by this ScoreProcessor.
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/// </summary>
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protected List<TJudgement> Judgements;
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protected readonly List<TJudgement> Judgements = new List<TJudgement>();
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/// <summary>
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/// Are we allowed to fail?
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/// </summary>
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protected bool CanFail => true;
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/// <summary>
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/// Whether this ScoreProcessor has already triggered the failed event.
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/// </summary>
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protected bool HasFailed { get; private set; }
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public override bool HasFailed => Health.Value == Health.MinValue;
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protected ScoreProcessor()
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{
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Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
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}
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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{
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Judgements.Capacity = hitRenderer.Beatmap.HitObjects.Count;
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hitRenderer.OnJudgement += addJudgement;
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ComputeTargets(hitRenderer.Beatmap);
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Reset();
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}
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protected ScoreProcessor(HitRenderer<TObject, TJudgement> hitRenderer)
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: this()
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{
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Judgements = new List<TJudgement>(hitRenderer.Beatmap.HitObjects.Count);
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hitRenderer.OnJudgement += addJudgement;
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}
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/// <summary>
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/// Computes target scoring values for this ScoreProcessor. This is equivalent to performing an auto-play of the score to find the values.
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/// </summary>
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/// <param name="beatmap">The Beatmap containing the objects that will be judged by this ScoreProcessor.</param>
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protected virtual void ComputeTargets(Beatmap<TObject> beatmap) { }
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/// <summary>
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/// Adds a judgement to this ScoreProcessor.
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/// </summary>
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/// <param name="judgement">The judgement to add.</param>
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private void addJudgement(TJudgement judgement)
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{
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Judgements.Add(judgement);
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@ -89,17 +146,14 @@ namespace osu.Game.Modes
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UpdateCalculations(judgement);
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judgement.ComboAtHit = (ulong)Combo.Value;
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if (Health.Value == Health.MinValue && !HasFailed)
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{
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HasFailed = true;
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TriggerFailed();
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}
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UpdateFailed();
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}
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/// <summary>
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/// Resets this ScoreProcessor to a stale state.
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/// </summary>
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protected virtual void Reset() { }
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protected override void Reset()
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{
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Judgements.Clear();
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}
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/// <summary>
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/// Update any values that potentially need post-processing on a judgement change.
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@ -107,4 +161,4 @@ namespace osu.Game.Modes
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/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
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protected abstract void UpdateCalculations(TJudgement newJudgement);
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}
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}
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}
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@ -25,6 +25,9 @@ namespace osu.Game.Modes.UI
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/// </summary>
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public abstract class HitRenderer : Container
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{
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/// <summary>
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/// Invoked when all the judgeable HitObjects have been judged.
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/// </summary>
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public event Action OnAllJudged;
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/// <summary>
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@ -200,9 +203,10 @@ namespace osu.Game.Modes.UI
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/// <param name="judgedObject">The object that Judgement has been updated for.</param>
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private void onJudgement(DrawableHitObject<TObject, TJudgement> judgedObject)
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{
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OnJudgement?.Invoke(judgedObject.Judgement);
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Playfield.OnJudgement(judgedObject);
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OnJudgement?.Invoke(judgedObject.Judgement);
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CheckAllJudged();
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}
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@ -135,7 +135,7 @@ namespace osu.Game.Screens.Play
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hudOverlay.BindHitRenderer(hitRenderer);
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//bind HitRenderer to ScoreProcessor and ourselves (for a pass situation)
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hitRenderer.OnAllJudged += onPass;
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hitRenderer.OnAllJudged += onCompletion;
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//bind ScoreProcessor to ourselves (for a fail situation)
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scoreProcessor.Failed += onFail;
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@ -237,15 +237,19 @@ namespace osu.Game.Screens.Play
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});
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}
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private void onPass()
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private void onCompletion()
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{
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// Only show the completion screen if the player hasn't failed
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if (scoreProcessor.HasFailed)
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return;
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Delay(1000);
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Schedule(delegate
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{
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ValidForResume = false;
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Push(new Results
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{
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Score = scoreProcessor.GetScore()
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Score = scoreProcessor.CreateScore()
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});
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});
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}
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@ -141,10 +141,10 @@ namespace osu.Game.Screens.Select
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}
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};
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groupTabs.PinTab(GroupMode.All);
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groupTabs.PinTab(GroupMode.RecentlyPlayed);
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groupTabs.ValueChanged += (sender, value) => Group = value;
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sortTabs.ValueChanged += (sender, value) => Sort = value;
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groupTabs.PinItem(GroupMode.All);
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groupTabs.PinItem(GroupMode.RecentlyPlayed);
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groupTabs.ItemChanged += (sender, value) => Group = value;
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sortTabs.ItemChanged += (sender, value) => Sort = value;
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}
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public void Deactivate()
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