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https://github.com/ppy/osu.git
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Merge branch 'master' into user-profile/update-cover
This commit is contained in:
commit
68a9d945b9
11
.github/workflows/ci.yml
vendored
11
.github/workflows/ci.yml
vendored
@ -121,21 +121,12 @@ jobs:
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build-only-ios:
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name: Build only (iOS)
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# change to macos-latest once GitHub finishes migrating all repositories to macOS 12.
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runs-on: macos-12
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runs-on: macos-latest
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timeout-minutes: 60
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steps:
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- name: Checkout
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uses: actions/checkout@v2
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# see https://github.com/actions/runner-images/issues/6771#issuecomment-1354713617
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# remove once all workflow VMs use Xcode 14.1
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- name: Set Xcode Version
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shell: bash
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run: |
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sudo xcode-select -s "/Applications/Xcode_14.1.app"
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echo "MD_APPLE_SDK_ROOT=/Applications/Xcode_14.1.app" >> $GITHUB_ENV
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- name: Install .NET 6.0.x
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uses: actions/setup-dotnet@v1
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with:
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@ -1,7 +1,6 @@
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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.Diagnostics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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@ -9,30 +8,15 @@ using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>, IUpdatableByPlayfield
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public class TaikoModClassic : ModClassic, IApplicableToDrawableRuleset<TaikoHitObject>
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{
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private DrawableTaikoRuleset? drawableTaikoRuleset;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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var drawableTaikoRuleset = (DrawableTaikoRuleset)drawableRuleset;
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drawableTaikoRuleset.LockPlayfieldMaxAspect.Value = false;
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var playfield = (TaikoPlayfield)drawableRuleset.Playfield;
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playfield.ClassicHitTargetPosition.Value = true;
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}
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public void Update(Playfield playfield)
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{
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Debug.Assert(drawableTaikoRuleset != null);
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// Classic taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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float ratio = drawableTaikoRuleset.DrawHeight / 480;
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drawableTaikoRuleset.TimeRange.Value = (playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
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}
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}
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}
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@ -43,7 +43,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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: base(ruleset, beatmap, mods)
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{
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Direction.Value = ScrollingDirection.Left;
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TimeRange.Value = 7000;
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}
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[BackgroundDependencyLoader]
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@ -60,6 +59,19 @@ namespace osu.Game.Rulesets.Taiko.UI
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KeyBindingInputManager.Add(new DrumTouchInputArea());
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}
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protected override void Update()
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{
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base.Update();
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// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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float ratio = DrawHeight / 480;
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TimeRange.Value = (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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@ -123,7 +123,7 @@ needs_cleanup: true
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AddStep("Add absolute image", () =>
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{
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markdownContainer.CurrentPath = "https://dev.ppy.sh";
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markdownContainer.Text = "![intro](/wiki/Interface/img/intro-screen.jpg)";
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markdownContainer.Text = "![intro](/wiki/images/Client/Interface/img/intro-screen.jpg)";
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});
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}
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@ -133,7 +133,7 @@ needs_cleanup: true
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AddStep("Add relative image", () =>
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{
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markdownContainer.CurrentPath = "https://dev.ppy.sh/wiki/Interface/";
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markdownContainer.Text = "![intro](img/intro-screen.jpg)";
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markdownContainer.Text = "![intro](../images/Client/Interface/img/intro-screen.jpg)";
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});
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}
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@ -145,7 +145,7 @@ needs_cleanup: true
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markdownContainer.CurrentPath = "https://dev.ppy.sh/wiki/Interface/";
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markdownContainer.Text = @"Line before image
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![play menu](img/play-menu.jpg ""Main Menu in osu!"")
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![play menu](../images/Client/Interface/img/play-menu.jpg ""Main Menu in osu!"")
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Line after image";
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});
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@ -170,12 +170,12 @@ Line after image";
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markdownContainer.Text = @"
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| Image | Name | Effect |
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| :-: | :-: | :-- |
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| ![](/wiki/Skinning/Interface/img/hit300.png ""300"") | 300 | A possible score when tapping a hit circle precisely on time, completing a Slider and keeping the cursor over every tick, or completing a Spinner with the Spinner Metre full. A score of 300 appears in an blue score by default. Scoring nothing except 300s in a beatmap will award the player with the SS or SSH grade. |
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| ![](/wiki/Skinning/Interface/img/hit300g.png ""Geki"") | (激) Geki | A term from Ouendan, called Elite Beat! in EBA. Appears when playing the last element in a combo in which the player has scored only 300s. Getting a Geki will give a sizable boost to the Life Bar. By default, it is blue. |
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| ![](/wiki/Skinning/Interface/img/hit100.png ""100"") | 100 | A possible score one can get when tapping a Hit Object slightly late or early, completing a Slider and missing a number of ticks, or completing a Spinner with the Spinner Meter almost full. A score of 100 appears in a green score by default. When very skilled players test a beatmap and they get a lot of 100s, this may mean that the beatmap does not have correct timing. |
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| ![](/wiki/Skinning/Interface/img/hit300k.png ""300 Katu"") ![](/wiki/Skinning/Interface/img/hit100k.png ""100 Katu"") | (喝) Katu or Katsu | A term from Ouendan, called Beat! in EBA. Appears when playing the last element in a combo in which the player has scored at least one 100, but no 50s or misses. Getting a Katu will give a small boost to the Life Bar. By default, it is coloured green or blue depending on whether the Katu itself is a 100 or a 300. |
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| ![](/wiki/Skinning/Interface/img/hit50.png ""50"") | 50 | A possible score one can get when tapping a hit circle rather early or late but not early or late enough to cause a miss, completing a Slider and missing a lot of ticks, or completing a Spinner with the Spinner Metre close to full. A score of 50 appears in a orange score by default. Scoring a 50 in a combo will prevent the appearance of a Katu or a Geki at the combo's end. |
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| ![](/wiki/Skinning/Interface/img/hit0.png ""Miss"") | Miss | A possible score one can get when not tapping a hit circle or too early (based on OD and AR, it may *shake* instead), not tapping or holding the Slider at least once, or completing a Spinner with low Spinner Metre fill. Scoring a Miss will reset the current combo to 0 and will prevent the appearance of a Katu or a Geki at the combo's end. |
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| ![](/wiki/images/shared/judgement/osu!/hit300.png ""300"") | 300 | A possible score when tapping a hit circle precisely on time, completing a Slider and keeping the cursor over every tick, or completing a Spinner with the Spinner Metre full. A score of 300 appears in an blue score by default. Scoring nothing except 300s in a beatmap will award the player with the SS or SSH grade. |
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| ![](/wiki/images/shared/judgement/osu!/hit300g.png ""Geki"") | (激) Geki | A term from Ouendan, called Elite Beat! in EBA. Appears when playing the last element in a combo in which the player has scored only 300s. Getting a Geki will give a sizable boost to the Life Bar. By default, it is blue. |
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| ![](/wiki/images/shared/judgement/osu!/hit100.png ""100"") | 100 | A possible score one can get when tapping a Hit Object slightly late or early, completing a Slider and missing a number of ticks, or completing a Spinner with the Spinner Meter almost full. A score of 100 appears in a green score by default. When very skilled players test a beatmap and they get a lot of 100s, this may mean that the beatmap does not have correct timing. |
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| ![](/wiki/images/shared/judgement/osu!/hit300k.png ""300 Katu"") ![](/wiki/Skinning/Interface/img/hit100k.png ""100 Katu"") | (喝) Katu or Katsu | A term from Ouendan, called Beat! in EBA. Appears when playing the last element in a combo in which the player has scored at least one 100, but no 50s or misses. Getting a Katu will give a small boost to the Life Bar. By default, it is coloured green or blue depending on whether the Katu itself is a 100 or a 300. |
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| ![](/wiki/images/shared/judgement/osu!/hit50.png ""50"") | 50 | A possible score one can get when tapping a hit circle rather early or late but not early or late enough to cause a miss, completing a Slider and missing a lot of ticks, or completing a Spinner with the Spinner Metre close to full. A score of 50 appears in a orange score by default. Scoring a 50 in a combo will prevent the appearance of a Katu or a Geki at the combo's end. |
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| ![](/wiki/images/shared/judgement/osu!/hit0.png ""Miss"") | Miss | A possible score one can get when not tapping a hit circle or too early (based on OD and AR, it may *shake* instead), not tapping or holding the Slider at least once, or completing a Spinner with low Spinner Metre fill. Scoring a Miss will reset the current combo to 0 and will prevent the appearance of a Katu or a Geki at the combo's end. |
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";
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});
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}
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@ -186,7 +186,7 @@ Line after image";
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AddStep("Add image", () =>
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{
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markdownContainer.CurrentPath = "https://dev.ppy.sh/wiki/osu!_Program_Files/";
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markdownContainer.Text = "![](img/file_structure.jpg \"The file structure of osu!'s installation folder, on Windows and macOS\")";
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markdownContainer.Text = "![](../images/Client/Program_files/img/file_structure.jpg \"The file structure of osu!'s installation folder, on Windows and macOS\")";
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});
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AddUntilStep("Wait image to load", () => markdownContainer.ChildrenOfType<DelayedLoadWrapper>().First().DelayedLoadCompleted);
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@ -270,6 +270,30 @@ Phasellus eu nunc nec ligula semper fringilla. Aliquam magna neque, placerat sed
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});
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}
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[Test]
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public void TestCodeSyntax()
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{
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AddStep("set content", () =>
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{
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markdownContainer.Text = @"
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This is a paragraph containing `inline code` synatax.
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Oh wow I do love the `WikiMarkdownContainer`, it is very cool!
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This is a line before the fenced code block:
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```csharp
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public class WikiMarkdownContainer : MarkdownContainer
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{
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public WikiMarkdownContainer()
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{
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this.foo = bar;
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}
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}
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```
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This is a line after the fenced code block!
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";
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});
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}
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private partial class TestMarkdownContainer : WikiMarkdownContainer
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{
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public LinkInline Link;
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|
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