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Merge branch 'master' into fix-editor-reapply-same-state-change
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commit
5a276f8577
@ -248,7 +248,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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}
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private void trackingChanged(ValueChangedEvent<bool> tracking) =>
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box.FadeTo(tracking.NewValue ? 0.6f : 0.05f, 200, Easing.OutQuint);
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box.FadeTo(tracking.NewValue ? 0.3f : 0.05f, 200, Easing.OutQuint);
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}
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}
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}
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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 System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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@ -37,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private SkinnableDrawable mascot;
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private ProxyContainer topLevelHitContainer;
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private ProxyContainer barlineContainer;
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private ScrollingHitObjectContainer barlineContainer;
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private Container rightArea;
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private Container leftArea;
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@ -83,10 +84,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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barlineContainer = new ProxyContainer
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{
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RelativeSizeAxes = Axes.Both,
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},
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barlineContainer = new ScrollingHitObjectContainer(),
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new Container
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{
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Name = "Hit objects",
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@ -159,18 +157,37 @@ namespace osu.Game.Rulesets.Taiko.UI
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public override void Add(DrawableHitObject h)
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{
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h.OnNewResult += OnNewResult;
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base.Add(h);
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switch (h)
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{
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case DrawableBarLine barline:
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barlineContainer.Add(barline.CreateProxy());
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barlineContainer.Add(barline);
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break;
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case DrawableTaikoHitObject taikoObject:
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h.OnNewResult += OnNewResult;
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topLevelHitContainer.Add(taikoObject.CreateProxiedContent());
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base.Add(h);
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break;
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default:
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throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type");
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}
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}
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public override bool Remove(DrawableHitObject h)
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{
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switch (h)
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{
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case DrawableBarLine barline:
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return barlineContainer.Remove(barline);
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case DrawableTaikoHitObject _:
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h.OnNewResult -= OnNewResult;
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// todo: consider tidying of proxied content if required.
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return base.Remove(h);
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default:
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throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type");
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}
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}
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@ -3,7 +3,6 @@
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using NUnit.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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@ -14,44 +13,41 @@ namespace osu.Game.Tests.Visual.Gameplay
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[TestFixture]
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public class TestSceneStarCounter : OsuTestScene
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{
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private readonly StarCounter starCounter;
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private readonly OsuSpriteText starsLabel;
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public TestSceneStarCounter()
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{
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StarCounter stars = new StarCounter
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starCounter = new StarCounter
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Current = 5,
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};
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Add(stars);
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Add(starCounter);
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SpriteText starsLabel = new OsuSpriteText
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starsLabel = new OsuSpriteText
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Scale = new Vector2(2),
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Y = 50,
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Text = stars.Current.ToString("0.00"),
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};
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Add(starsLabel);
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AddRepeatStep(@"random value", delegate
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{
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stars.Current = RNG.NextSingle() * (stars.StarCount + 1);
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starsLabel.Text = stars.Current.ToString("0.00");
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}, 10);
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setStars(5);
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AddStep(@"Stop animation", delegate
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{
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stars.StopAnimation();
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});
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AddRepeatStep("random value", () => setStars(RNG.NextSingle() * (starCounter.StarCount + 1)), 10);
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AddSliderStep("exact value", 0f, 10f, 5f, setStars);
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AddStep("stop animation", () => starCounter.StopAnimation());
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AddStep("reset", () => setStars(0));
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}
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AddStep(@"Reset", delegate
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{
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stars.Current = 0;
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starsLabel.Text = stars.Current.ToString("0.00");
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});
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private void setStars(float stars)
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{
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starCounter.Current = stars;
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starsLabel.Text = starCounter.Current.ToString("0.00");
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}
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}
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}
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@ -147,7 +147,7 @@ namespace osu.Game.Graphics.UserInterface
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public override void DisplayAt(float scale)
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{
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scale = Math.Clamp(scale, min_star_scale, 1);
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scale = (float)Interpolation.Lerp(min_star_scale, 1, Math.Clamp(scale, 0, 1));
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this.FadeTo(scale, fading_duration);
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Icon.ScaleTo(scale, scaling_duration, scaling_easing);
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@ -263,18 +263,15 @@ namespace osu.Game.Rulesets.Objects.Drawables
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OnApply();
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HitObjectApplied?.Invoke(this);
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// If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates.
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// If not loaded, the state update happens in LoadComplete().
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if (IsLoaded)
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{
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Scheduler.Add(() =>
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{
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if (Result.IsHit)
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updateState(ArmedState.Hit, true);
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else if (Result.HasResult)
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updateState(ArmedState.Miss, true);
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else
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updateState(ArmedState.Idle, true);
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});
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if (Result.IsHit)
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updateState(ArmedState.Hit, true);
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else if (Result.HasResult)
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updateState(ArmedState.Miss, true);
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else
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updateState(ArmedState.Idle, true);
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}
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hasHitObjectApplied = true;
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@ -496,10 +496,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
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double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime;
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foreach (HitObject obj in Beatmap.SelectedHitObjects)
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{
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obj.StartTime += offset;
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Beatmap.Update(obj);
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}
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}
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return true;
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