mirror of
https://github.com/ppy/osu.git
synced 2024-11-11 10:33:30 +08:00
Merge branch 'master' into selectionRotation
This commit is contained in:
commit
635608ee3d
@ -52,6 +52,6 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.1202.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2020.1203.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.Android" Version="2020.1212.0" />
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
@ -16,6 +16,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
public abstract class DrawableTaikoRulesetTestScene : OsuTestScene
|
||||
{
|
||||
protected const int DEFAULT_PLAYFIELD_CONTAINER_HEIGHT = 768;
|
||||
|
||||
protected DrawableTaikoRuleset DrawableRuleset { get; private set; }
|
||||
protected Container PlayfieldContainer { get; private set; }
|
||||
|
||||
@ -44,10 +46,10 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
|
||||
Add(PlayfieldContainer = new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 768,
|
||||
Height = DEFAULT_PLAYFIELD_CONTAINER_HEIGHT,
|
||||
Children = new[] { DrawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) }
|
||||
});
|
||||
}
|
||||
|
@ -13,12 +13,15 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
public readonly HitResult Type;
|
||||
|
||||
public DrawableTestHit(Hit hit, HitResult type = HitResult.Great)
|
||||
public DrawableTestHit(Hit hit, HitResult type = HitResult.Great, bool kiai = false)
|
||||
: base(hit)
|
||||
{
|
||||
Type = type;
|
||||
|
||||
HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
var controlPoints = new ControlPointInfo();
|
||||
controlPoints.Add(0, new EffectControlPoint { KiaiMode = kiai });
|
||||
|
||||
HitObject.ApplyDefaults(controlPoints, new BeatmapDifficulty());
|
||||
}
|
||||
|
||||
protected override void UpdateInitialTransforms()
|
||||
|
@ -2,14 +2,16 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
@ -97,7 +99,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
break;
|
||||
|
||||
case 6:
|
||||
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
|
||||
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, DEFAULT_PLAYFIELD_CONTAINER_HEIGHT), 500);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -106,13 +108,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
|
||||
|
||||
var cpi = new ControlPointInfo();
|
||||
cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
|
||||
|
||||
Hit hit = new Hit();
|
||||
hit.ApplyDefaults(cpi, new BeatmapDifficulty());
|
||||
|
||||
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
|
||||
var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
|
||||
|
||||
DrawableRuleset.Playfield.Add(h);
|
||||
|
||||
@ -123,25 +120,27 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
HitResult hitResult = RNG.Next(2) == 0 ? HitResult.Ok : HitResult.Great;
|
||||
|
||||
var cpi = new ControlPointInfo();
|
||||
cpi.Add(0, new EffectControlPoint { KiaiMode = kiai });
|
||||
|
||||
Hit hit = new Hit();
|
||||
hit.ApplyDefaults(cpi, new BeatmapDifficulty());
|
||||
|
||||
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
|
||||
Hit hit = new Hit
|
||||
{
|
||||
IsStrong = true,
|
||||
Samples = createSamples(strong: true)
|
||||
};
|
||||
var h = new DrawableTestHit(hit, kiai: kiai) { X = RNG.NextSingle(hitResult == HitResult.Ok ? -0.1f : -0.05f, hitResult == HitResult.Ok ? 0.1f : 0.05f) };
|
||||
|
||||
DrawableRuleset.Playfield.Add(h);
|
||||
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h.NestedHitObjects.Single(), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
|
||||
}
|
||||
|
||||
private void addMissJudgement()
|
||||
{
|
||||
DrawableTestHit h;
|
||||
DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit(), HitResult.Miss));
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = HitResult.Miss });
|
||||
DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit { StartTime = DrawableRuleset.Playfield.Time.Current }, HitResult.Miss)
|
||||
{
|
||||
Alpha = 0
|
||||
});
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(h.HitObject, new TaikoJudgement()) { Type = HitResult.Miss });
|
||||
}
|
||||
|
||||
private void addBarLine(bool major, double delay = scroll_time)
|
||||
@ -173,6 +172,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong,
|
||||
Samples = createSamples(strong: strong),
|
||||
Duration = duration,
|
||||
TickRate = 8,
|
||||
};
|
||||
@ -190,7 +190,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong
|
||||
IsStrong = strong,
|
||||
Samples = createSamples(HitType.Centre, strong)
|
||||
};
|
||||
|
||||
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
@ -203,7 +204,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong
|
||||
IsStrong = strong,
|
||||
Samples = createSamples(HitType.Rim, strong)
|
||||
};
|
||||
|
||||
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
@ -211,14 +213,18 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
DrawableRuleset.Playfield.Add(new DrawableHit(h));
|
||||
}
|
||||
|
||||
private class TestStrongNestedHit : DrawableStrongNestedHit
|
||||
// TODO: can be removed if a better way of handling colour/strong type and samples is developed
|
||||
private IList<HitSampleInfo> createSamples(HitType? hitType = null, bool strong = false)
|
||||
{
|
||||
public TestStrongNestedHit(DrawableHitObject mainObject)
|
||||
: base(new StrongHitObject { StartTime = mainObject.HitObject.StartTime }, mainObject)
|
||||
{
|
||||
}
|
||||
var samples = new List<HitSampleInfo>();
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
|
||||
if (hitType == HitType.Rim)
|
||||
samples.Add(new HitSampleInfo(HitSampleInfo.HIT_CLAP));
|
||||
|
||||
if (strong)
|
||||
samples.Add(new HitSampleInfo(HitSampleInfo.HIT_FINISH));
|
||||
|
||||
return samples;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -95,6 +95,16 @@ namespace osu.Game.Screens.Play
|
||||
localGameplayClock = new LocalGameplayClock(userOffsetClock);
|
||||
|
||||
GameplayClock.IsPaused.BindTo(IsPaused);
|
||||
|
||||
IsPaused.BindValueChanged(onPauseChanged);
|
||||
}
|
||||
|
||||
private void onPauseChanged(ValueChangedEvent<bool> isPaused)
|
||||
{
|
||||
if (isPaused.NewValue)
|
||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
|
||||
else
|
||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||
}
|
||||
|
||||
private double totalOffset => userOffsetClock.Offset + platformOffsetClock.Offset;
|
||||
@ -154,13 +164,16 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public void Start()
|
||||
{
|
||||
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
||||
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
||||
Seek(GameplayClock.CurrentTime);
|
||||
adjustableClock.Start();
|
||||
IsPaused.Value = false;
|
||||
if (!adjustableClock.IsRunning)
|
||||
{
|
||||
// Seeking the decoupled clock to its current time ensures that its source clock will be seeked to the same time
|
||||
// This accounts for the audio clock source potentially taking time to enter a completely stopped state
|
||||
Seek(GameplayClock.CurrentTime);
|
||||
|
||||
this.TransformBindableTo(pauseFreqAdjust, 1, 200, Easing.In);
|
||||
adjustableClock.Start();
|
||||
}
|
||||
|
||||
IsPaused.Value = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -199,8 +212,6 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
public void Stop()
|
||||
{
|
||||
this.TransformBindableTo(pauseFreqAdjust, 0, 200, Easing.Out).OnComplete(_ => adjustableClock.Stop());
|
||||
|
||||
IsPaused.Value = true;
|
||||
}
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.Threading.Tasks;
|
||||
using JetBrains.Annotations;
|
||||
@ -71,8 +72,9 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
|
||||
private bool readyForPush =>
|
||||
!playerConsumed
|
||||
// don't push unless the player is completely loaded
|
||||
player?.LoadState == LoadState.Ready
|
||||
&& player?.LoadState == LoadState.Ready
|
||||
// don't push if the user is hovering one of the panes, unless they are idle.
|
||||
&& (IsHovered || idleTracker.IsIdle.Value)
|
||||
// don't push if the user is dragging a slider or otherwise.
|
||||
@ -84,6 +86,11 @@ namespace osu.Game.Screens.Play
|
||||
|
||||
private Player player;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the curent player instance has been consumed via <see cref="consumePlayer"/>.
|
||||
/// </summary>
|
||||
private bool playerConsumed;
|
||||
|
||||
private LogoTrackingContainer content;
|
||||
|
||||
private bool hideOverlays;
|
||||
@ -179,7 +186,10 @@ namespace osu.Game.Screens.Play
|
||||
contentIn();
|
||||
|
||||
MetadataInfo.Delay(750).FadeIn(500);
|
||||
this.Delay(1800).Schedule(pushWhenLoaded);
|
||||
|
||||
// after an initial delay, start the debounced load check.
|
||||
// this will continue to execute even after resuming back on restart.
|
||||
Scheduler.Add(new ScheduledDelegate(pushWhenLoaded, 1800, 0));
|
||||
|
||||
showMuteWarningIfNeeded();
|
||||
}
|
||||
@ -188,17 +198,18 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
base.OnResuming(last);
|
||||
|
||||
contentIn();
|
||||
// prepare for a retry.
|
||||
player = null;
|
||||
playerConsumed = false;
|
||||
cancelLoad();
|
||||
|
||||
this.Delay(400).Schedule(pushWhenLoaded);
|
||||
contentIn();
|
||||
}
|
||||
|
||||
public override void OnSuspending(IScreen next)
|
||||
{
|
||||
base.OnSuspending(next);
|
||||
|
||||
cancelLoad();
|
||||
|
||||
BackgroundBrightnessReduction = false;
|
||||
|
||||
// we're moving to player, so a period of silence is upcoming.
|
||||
@ -274,6 +285,14 @@ namespace osu.Game.Screens.Play
|
||||
}
|
||||
}
|
||||
|
||||
private Player consumePlayer()
|
||||
{
|
||||
Debug.Assert(!playerConsumed);
|
||||
|
||||
playerConsumed = true;
|
||||
return player;
|
||||
}
|
||||
|
||||
private void prepareNewPlayer()
|
||||
{
|
||||
if (!this.IsCurrentScreen())
|
||||
@ -315,64 +334,62 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
try
|
||||
if (!readyForPush)
|
||||
{
|
||||
if (!readyForPush)
|
||||
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
|
||||
// if we become unready for push during the delay.
|
||||
cancelLoad();
|
||||
return;
|
||||
}
|
||||
|
||||
// if a push has already been scheduled, no further action is required.
|
||||
// this value is reset via cancelLoad() to allow a second usage of the same PlayerLoader screen.
|
||||
if (scheduledPushPlayer != null)
|
||||
return;
|
||||
|
||||
scheduledPushPlayer = Scheduler.AddDelayed(() =>
|
||||
{
|
||||
// ensure that once we have reached this "point of no return", readyForPush will be false for all future checks (until a new player instance is prepared).
|
||||
var consumedPlayer = consumePlayer();
|
||||
|
||||
contentOut();
|
||||
|
||||
TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
|
||||
|
||||
// only show if the warning was created (i.e. the beatmap needs it)
|
||||
// and this is not a restart of the map (the warning expires after first load).
|
||||
if (epilepsyWarning?.IsAlive == true)
|
||||
{
|
||||
// as the pushDebounce below has a delay, we need to keep checking and cancel a future debounce
|
||||
// if we become unready for push during the delay.
|
||||
cancelLoad();
|
||||
return;
|
||||
const double epilepsy_display_length = 3000;
|
||||
|
||||
pushSequence
|
||||
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
|
||||
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
|
||||
.Delay(epilepsy_display_length)
|
||||
.Schedule(() =>
|
||||
{
|
||||
epilepsyWarning.Hide();
|
||||
epilepsyWarning.Expire();
|
||||
})
|
||||
.Delay(EpilepsyWarning.FADE_DURATION);
|
||||
}
|
||||
|
||||
if (scheduledPushPlayer != null)
|
||||
return;
|
||||
|
||||
scheduledPushPlayer = Scheduler.AddDelayed(() =>
|
||||
pushSequence.Schedule(() =>
|
||||
{
|
||||
contentOut();
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
TransformSequence<PlayerLoader> pushSequence = this.Delay(250);
|
||||
LoadTask = null;
|
||||
|
||||
// only show if the warning was created (i.e. the beatmap needs it)
|
||||
// and this is not a restart of the map (the warning expires after first load).
|
||||
if (epilepsyWarning?.IsAlive == true)
|
||||
{
|
||||
const double epilepsy_display_length = 3000;
|
||||
// By default, we want to load the player and never be returned to.
|
||||
// Note that this may change if the player we load requested a re-run.
|
||||
ValidForResume = false;
|
||||
|
||||
pushSequence
|
||||
.Schedule(() => epilepsyWarning.State.Value = Visibility.Visible)
|
||||
.TransformBindableTo(volumeAdjustment, 0.25, EpilepsyWarning.FADE_DURATION, Easing.OutQuint)
|
||||
.Delay(epilepsy_display_length)
|
||||
.Schedule(() =>
|
||||
{
|
||||
epilepsyWarning.Hide();
|
||||
epilepsyWarning.Expire();
|
||||
})
|
||||
.Delay(EpilepsyWarning.FADE_DURATION);
|
||||
}
|
||||
|
||||
pushSequence.Schedule(() =>
|
||||
{
|
||||
if (!this.IsCurrentScreen()) return;
|
||||
|
||||
LoadTask = null;
|
||||
|
||||
// By default, we want to load the player and never be returned to.
|
||||
// Note that this may change if the player we load requested a re-run.
|
||||
ValidForResume = false;
|
||||
|
||||
if (player.LoadedBeatmapSuccessfully)
|
||||
this.Push(player);
|
||||
else
|
||||
this.Exit();
|
||||
});
|
||||
}, 500);
|
||||
}
|
||||
finally
|
||||
{
|
||||
Schedule(pushWhenLoaded);
|
||||
}
|
||||
if (consumedPlayer.LoadedBeatmapSuccessfully)
|
||||
this.Push(consumedPlayer);
|
||||
else
|
||||
this.Exit();
|
||||
});
|
||||
}, 500);
|
||||
}
|
||||
|
||||
private void cancelLoad()
|
||||
@ -390,7 +407,7 @@ namespace osu.Game.Screens.Play
|
||||
if (isDisposing)
|
||||
{
|
||||
// if the player never got pushed, we should explicitly dispose it.
|
||||
DisposalTask = LoadTask?.ContinueWith(_ => player.Dispose());
|
||||
DisposalTask = LoadTask?.ContinueWith(_ => player?.Dispose());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -26,7 +26,7 @@
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2020.1203.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2020.1212.0" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.1202.0" />
|
||||
<PackageReference Include="Sentry" Version="2.1.8" />
|
||||
<PackageReference Include="SharpCompress" Version="0.26.0" />
|
||||
|
@ -70,7 +70,7 @@
|
||||
<Reference Include="System.Net.Http" />
|
||||
</ItemGroup>
|
||||
<ItemGroup Label="Package References">
|
||||
<PackageReference Include="ppy.osu.Framework.iOS" Version="2020.1203.0" />
|
||||
<PackageReference Include="ppy.osu.Framework.iOS" Version="2020.1212.0" />
|
||||
<PackageReference Include="ppy.osu.Game.Resources" Version="2020.1202.0" />
|
||||
</ItemGroup>
|
||||
<!-- See https://github.com/dotnet/runtime/issues/35988 (can be removed after Xamarin uses net5.0 / net6.0) -->
|
||||
@ -88,7 +88,7 @@
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
|
||||
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
|
||||
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2020.1203.0" />
|
||||
<PackageReference Include="ppy.osu.Framework" Version="2020.1212.0" />
|
||||
<PackageReference Include="SharpCompress" Version="0.26.0" />
|
||||
<PackageReference Include="NUnit" Version="3.12.0" />
|
||||
<PackageReference Include="SharpRaven" Version="2.4.0" />
|
||||
|
Loading…
Reference in New Issue
Block a user