mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 23:05:37 +08:00
Fix sliders not dimming correctly due to modified miss window
This commit is contained in:
parent
c2956c6e1e
commit
56d424003d
@ -11,7 +11,7 @@ using osu.Framework.Graphics.Primitives;
|
|||||||
using osu.Game.Rulesets.Judgements;
|
using osu.Game.Rulesets.Judgements;
|
||||||
using osu.Game.Rulesets.Objects.Drawables;
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
using osu.Game.Rulesets.Osu.Judgements;
|
using osu.Game.Rulesets.Osu.Judgements;
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Osu.Scoring;
|
||||||
using osuTK;
|
using osuTK;
|
||||||
using osuTK.Graphics;
|
using osuTK.Graphics;
|
||||||
|
|
||||||
@ -70,14 +70,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
|||||||
{
|
{
|
||||||
base.UpdateInitialTransforms();
|
base.UpdateInitialTransforms();
|
||||||
|
|
||||||
double missWindow = HitObject.HitWindows.WindowFor(HitResult.Miss);
|
|
||||||
|
|
||||||
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
|
// Of note, no one noticed this was missing for years, but it definitely feels like it should still exist.
|
||||||
// For now this is applied across all skins, and matches stable.
|
// For now this is applied across all skins, and matches stable.
|
||||||
// For simplicity, dim colour is applied to the DrawableHitObject itself.
|
// For simplicity, dim colour is applied to the DrawableHitObject itself.
|
||||||
// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
|
// We may need to make a nested container setup if this even causes a usage conflict (ie. with a mod).
|
||||||
this.FadeColour(new Color4(195, 195, 195, 255));
|
this.FadeColour(new Color4(195, 195, 195, 255));
|
||||||
using (BeginDelayedSequence(InitialLifetimeOffset - missWindow))
|
using (BeginDelayedSequence(InitialLifetimeOffset - OsuHitWindows.MISS_WINDOW))
|
||||||
this.FadeColour(Color4.White, 100);
|
this.FadeColour(Color4.White, 100);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1,20 +1,23 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
#nullable disable
|
|
||||||
|
|
||||||
using osu.Game.Rulesets.Scoring;
|
using osu.Game.Rulesets.Scoring;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Osu.Scoring
|
namespace osu.Game.Rulesets.Osu.Scoring
|
||||||
{
|
{
|
||||||
public class OsuHitWindows : HitWindows
|
public class OsuHitWindows : HitWindows
|
||||||
{
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// osu! ruleset has a fixed miss window regardless of difficulty settings.
|
||||||
|
/// </summary>
|
||||||
|
public const double MISS_WINDOW = 400;
|
||||||
|
|
||||||
private static readonly DifficultyRange[] osu_ranges =
|
private static readonly DifficultyRange[] osu_ranges =
|
||||||
{
|
{
|
||||||
new DifficultyRange(HitResult.Great, 80, 50, 20),
|
new DifficultyRange(HitResult.Great, 80, 50, 20),
|
||||||
new DifficultyRange(HitResult.Ok, 140, 100, 60),
|
new DifficultyRange(HitResult.Ok, 140, 100, 60),
|
||||||
new DifficultyRange(HitResult.Meh, 200, 150, 100),
|
new DifficultyRange(HitResult.Meh, 200, 150, 100),
|
||||||
new DifficultyRange(HitResult.Miss, 400, 400, 400),
|
new DifficultyRange(HitResult.Miss, MISS_WINDOW, MISS_WINDOW, MISS_WINDOW),
|
||||||
};
|
};
|
||||||
|
|
||||||
public override bool IsHitResultAllowed(HitResult result)
|
public override bool IsHitResultAllowed(HitResult result)
|
||||||
|
Loading…
Reference in New Issue
Block a user