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Merge pull request #30894 from HenintsoaSky/star-fountains-toggle-setting
Add a toggle for star fountains during gameplay
This commit is contained in:
commit
5d7aafaab3
@ -3,8 +3,10 @@
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Screens.Menu;
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using osu.Game.Screens.Play;
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@ -73,5 +75,57 @@ namespace osu.Game.Tests.Visual.Menus
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((StarFountain)Children[1]).Shoot(-1);
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});
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}
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[Test]
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public void TestGameplayStarFountainsSetting()
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{
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Bindable<bool> starFountainsEnabled = null!;
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AddStep("load configuration", () =>
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{
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var config = new OsuConfigManager(LocalStorage);
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starFountainsEnabled = config.GetBindable<bool>(OsuSetting.StarFountains);
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});
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AddStep("make fountains", () =>
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{
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Children = new Drawable[]
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{
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new KiaiGameplayFountains.GameplayStarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 75,
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},
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new KiaiGameplayFountains.GameplayStarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -75,
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},
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};
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});
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AddStep("enable KiaiStarEffects", () => starFountainsEnabled.Value = true);
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AddRepeatStep("activate fountains (enabled)", () =>
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{
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((KiaiGameplayFountains.GameplayStarFountain)Children[0]).Shoot(1);
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((KiaiGameplayFountains.GameplayStarFountain)Children[1]).Shoot(-1);
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}, 100);
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AddStep("disable KiaiStarEffects", () => starFountainsEnabled.Value = false);
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AddRepeatStep("attempt to activate fountains (disabled)", () =>
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{
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((KiaiGameplayFountains.GameplayStarFountain)Children[0]).Shoot(1);
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((KiaiGameplayFountains.GameplayStarFountain)Children[1]).Shoot(-1);
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}, 100);
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AddStep("re-enable KiaiStarEffects", () => starFountainsEnabled.Value = true);
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AddRepeatStep("activate fountains (re-enabled)", () =>
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{
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((KiaiGameplayFountains.GameplayStarFountain)Children[0]).Shoot(1);
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((KiaiGameplayFountains.GameplayStarFountain)Children[1]).Shoot(-1);
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}, 100);
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}
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}
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}
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@ -138,6 +138,7 @@ namespace osu.Game.Configuration
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SetDefault(OsuSetting.LightenDuringBreaks, true);
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SetDefault(OsuSetting.HitLighting, true);
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SetDefault(OsuSetting.StarFountains, true);
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SetDefault(OsuSetting.HUDVisibilityMode, HUDVisibilityMode.Always);
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SetDefault(OsuSetting.ShowHealthDisplayWhenCantFail, true);
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@ -414,6 +415,7 @@ namespace osu.Game.Configuration
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NotifyOnPrivateMessage,
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UIHoldActivationDelay,
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HitLighting,
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StarFountains,
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MenuBackgroundSource,
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GameplayDisableWinKey,
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SeasonalBackgroundMode,
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@ -74,6 +74,11 @@ namespace osu.Game.Localisation
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/// </summary>
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public static LocalisableString FadePlayfieldWhenHealthLow => new TranslatableString(getKey(@"fade_playfield_when_health_low"), @"Fade playfield to red when health is low");
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/// <summary>
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/// "Star fountains"
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/// </summary>
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public static LocalisableString StarFountains => new TranslatableString(getKey(@"star_fountains"), @"Star fountains");
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/// <summary>
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/// "Always show key overlay"
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/// </summary>
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@ -31,6 +31,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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LabelText = GraphicsSettingsStrings.HitLighting,
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Current = config.GetBindable<bool>(OsuSetting.HitLighting)
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},
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new SettingsCheckbox
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{
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LabelText = GameplaySettingsStrings.StarFountains,
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Current = config.GetBindable<bool>(OsuSetting.StarFountains)
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},
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};
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}
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}
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@ -5,8 +5,10 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Menu;
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@ -18,9 +20,13 @@ namespace osu.Game.Screens.Play
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private StarFountain leftFountain = null!;
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private StarFountain rightFountain = null!;
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private Bindable<bool> kiaiStarFountains = null!;
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[BackgroundDependencyLoader]
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private void load()
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private void load(OsuConfigManager config)
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{
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kiaiStarFountains = config.GetBindable<bool>(OsuSetting.StarFountains);
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RelativeSizeAxes = Axes.Both;
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Children = new[]
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@ -48,6 +54,9 @@ namespace osu.Game.Screens.Play
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!kiaiStarFountains.Value)
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return;
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if (effectPoint.KiaiMode && !isTriggered)
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{
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bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
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