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Merge branch 'master' into fix-clickable-avatar-bloat
This commit is contained in:
commit
75e19bb89f
@ -25,6 +25,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
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[TestCase("slider-conversion-v6")]
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[TestCase("slider-conversion-v14")]
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[TestCase("slider-generating-drumroll-2")]
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[TestCase("file-hitsamples")]
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public void Test(string name) => base.Test(name);
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protected override IEnumerable<ConvertValue> CreateConvertValue(HitObject hitObject)
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@ -0,0 +1 @@
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{"Mappings":[{"StartTime":500.0,"Objects":[{"StartTime":500.0,"EndTime":500.0,"IsRim":false,"IsCentre":true,"IsDrumRoll":false,"IsSwell":false,"IsStrong":false}]},{"StartTime":1000.0,"Objects":[{"StartTime":1000.0,"EndTime":1000.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":false}]},{"StartTime":1500.0,"Objects":[{"StartTime":1500.0,"EndTime":1500.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":false}]},{"StartTime":2000.0,"Objects":[{"StartTime":2000.0,"EndTime":2000.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":false}]},{"StartTime":2500.0,"Objects":[{"StartTime":2500.0,"EndTime":2500.0,"IsRim":false,"IsCentre":true,"IsDrumRoll":false,"IsSwell":false,"IsStrong":true}]},{"StartTime":3000.0,"Objects":[{"StartTime":3000.0,"EndTime":3000.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":true}]},{"StartTime":3500.0,"Objects":[{"StartTime":3500.0,"EndTime":3500.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":true}]},{"StartTime":4000.0,"Objects":[{"StartTime":4000.0,"EndTime":4000.0,"IsRim":true,"IsCentre":false,"IsDrumRoll":false,"IsSwell":false,"IsStrong":true}]}]}
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@ -0,0 +1,22 @@
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osu file format v14
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[Difficulty]
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HPDrainRate:5
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CircleSize:7
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OverallDifficulty:6.5
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ApproachRate:10
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SliderMultiplier:1.9
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SliderTickRate:1
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[TimingPoints]
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500,500,4,2,1,50,1,0
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[HitObjects]
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256,192,500,1,0,0:0:0:0:sample.ogg
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256,192,1000,1,8,0:0:0:0:sample.ogg
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256,192,1500,1,2,0:0:0:0:sample.ogg
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256,192,2000,1,10,0:0:0:0:sample.ogg
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256,192,2500,1,4,0:0:0:0:sample.ogg
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256,192,3000,1,12,0:0:0:0:sample.ogg
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256,192,3500,1,6,0:0:0:0:sample.ogg
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256,192,4000,1,14,0:0:0:0:sample.ogg
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@ -209,9 +209,8 @@ namespace osu.Game.Rulesets.Taiko
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HitResult.Great,
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HitResult.Ok,
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HitResult.SmallTickHit,
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HitResult.SmallBonus,
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HitResult.LargeBonus,
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};
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}
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@ -220,6 +219,9 @@ namespace osu.Game.Rulesets.Taiko
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switch (result)
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{
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case HitResult.SmallBonus:
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return "drum tick";
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case HitResult.LargeBonus:
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return "bonus";
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}
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@ -24,17 +24,26 @@ namespace osu.Game.Tests.Visual.Ranking
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{
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public partial class TestSceneAccuracyCircle : OsuTestScene
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{
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[TestCase(0.2, ScoreRank.D)]
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[TestCase(0.5, ScoreRank.D)]
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[TestCase(0.75, ScoreRank.C)]
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[TestCase(0.85, ScoreRank.B)]
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[TestCase(0.925, ScoreRank.A)]
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[TestCase(0.975, ScoreRank.S)]
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[TestCase(0.9999, ScoreRank.S)]
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[TestCase(1, ScoreRank.X)]
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public void TestRank(double accuracy, ScoreRank rank)
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[TestCase(0)]
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[TestCase(0.2)]
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[TestCase(0.5)]
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[TestCase(0.6999)]
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[TestCase(0.7)]
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[TestCase(0.75)]
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[TestCase(0.7999)]
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[TestCase(0.8)]
|
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[TestCase(0.85)]
|
||||
[TestCase(0.8999)]
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[TestCase(0.9)]
|
||||
[TestCase(0.925)]
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[TestCase(0.9499)]
|
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[TestCase(0.95)]
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||||
[TestCase(0.975)]
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||||
[TestCase(0.9999)]
|
||||
[TestCase(1)]
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public void TestRank(double accuracy)
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{
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var score = createScore(accuracy, rank);
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var score = createScore(accuracy, ScoreProcessor.RankFromAccuracy(accuracy));
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addCircleStep(score);
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}
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|
@ -439,19 +439,20 @@ namespace osu.Game.Rulesets.Objects.Legacy
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|
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private List<HitSampleInfo> convertSoundType(LegacyHitSoundType type, SampleBankInfo bankInfo)
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{
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// Todo: This should return the normal SampleInfos if the specified sample file isn't found, but that's a pretty edge-case scenario
|
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if (!string.IsNullOrEmpty(bankInfo.Filename))
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{
|
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return new List<HitSampleInfo> { new FileHitSampleInfo(bankInfo.Filename, bankInfo.Volume) };
|
||||
}
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var soundTypes = new List<HitSampleInfo>();
|
||||
|
||||
var soundTypes = new List<HitSampleInfo>
|
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if (string.IsNullOrEmpty(bankInfo.Filename))
|
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{
|
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new LegacyHitSampleInfo(HitSampleInfo.HIT_NORMAL, bankInfo.BankForNormal, bankInfo.Volume, bankInfo.CustomSampleBank,
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// if the sound type doesn't have the Normal flag set, attach it anyway as a layered sample.
|
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// None also counts as a normal non-layered sample: https://osu.ppy.sh/help/wiki/osu!_File_Formats/Osu_(file_format)#hitsounds
|
||||
type != LegacyHitSoundType.None && !type.HasFlagFast(LegacyHitSoundType.Normal))
|
||||
};
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soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_NORMAL, bankInfo.BankForNormal, bankInfo.Volume, bankInfo.CustomSampleBank,
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// if the sound type doesn't have the Normal flag set, attach it anyway as a layered sample.
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// None also counts as a normal non-layered sample: https://osu.ppy.sh/help/wiki/osu!_File_Formats/Osu_(file_format)#hitsounds
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type != LegacyHitSoundType.None && !type.HasFlagFast(LegacyHitSoundType.Normal)));
|
||||
}
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||||
else
|
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{
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// Todo: This should set the normal SampleInfo if the specified sample file isn't found, but that's a pretty edge-case scenario
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||||
soundTypes.Add(new FileHitSampleInfo(bankInfo.Filename, bankInfo.Volume));
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||||
}
|
||||
|
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if (type.HasFlagFast(LegacyHitSoundType.Finish))
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soundTypes.Add(new LegacyHitSampleInfo(HitSampleInfo.HIT_FINISH, bankInfo.BankForAdditions, bankInfo.Volume, bankInfo.CustomSampleBank));
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@ -7,21 +7,28 @@ using System.Diagnostics;
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using System.Diagnostics.Contracts;
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using System.Linq;
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using osu.Framework.Bindables;
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||||
using osu.Framework.Localisation;
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||||
using osu.Framework.Utils;
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||||
using osu.Game.Beatmaps;
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||||
using osu.Game.Extensions;
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||||
using osu.Game.Localisation;
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||||
using osu.Game.Rulesets.Judgements;
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||||
using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Replays;
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||||
using osu.Game.Scoring;
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||||
using osu.Framework.Localisation;
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using osu.Game.Localisation;
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||||
|
||||
namespace osu.Game.Rulesets.Scoring
|
||||
{
|
||||
public partial class ScoreProcessor : JudgementProcessor
|
||||
{
|
||||
private const double accuracy_cutoff_x = 1;
|
||||
private const double accuracy_cutoff_s = 0.95;
|
||||
private const double accuracy_cutoff_a = 0.9;
|
||||
private const double accuracy_cutoff_b = 0.8;
|
||||
private const double accuracy_cutoff_c = 0.7;
|
||||
private const double accuracy_cutoff_d = 0;
|
||||
|
||||
private const double max_score = 1000000;
|
||||
|
||||
/// <summary>
|
||||
@ -160,7 +167,7 @@ namespace osu.Game.Rulesets.Scoring
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||||
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
|
||||
Accuracy.ValueChanged += accuracy =>
|
||||
{
|
||||
Rank.Value = rankFrom(accuracy.NewValue);
|
||||
Rank.Value = RankFromAccuracy(accuracy.NewValue);
|
||||
foreach (var mod in Mods.Value.OfType<IApplicableToScoreProcessor>())
|
||||
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
|
||||
};
|
||||
@ -369,22 +376,6 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
}
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||||
|
||||
private ScoreRank rankFrom(double acc)
|
||||
{
|
||||
if (acc == 1)
|
||||
return ScoreRank.X;
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||||
if (acc >= 0.95)
|
||||
return ScoreRank.S;
|
||||
if (acc >= 0.9)
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return ScoreRank.A;
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||||
if (acc >= 0.8)
|
||||
return ScoreRank.B;
|
||||
if (acc >= 0.7)
|
||||
return ScoreRank.C;
|
||||
|
||||
return ScoreRank.D;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets this ScoreProcessor to a default state.
|
||||
/// </summary>
|
||||
@ -583,6 +574,62 @@ namespace osu.Game.Rulesets.Scoring
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||||
hitEvents.Clear();
|
||||
}
|
||||
|
||||
#region Static helper methods
|
||||
|
||||
/// <summary>
|
||||
/// Given an accuracy (0..1), return the correct <see cref="ScoreRank"/>.
|
||||
/// </summary>
|
||||
public static ScoreRank RankFromAccuracy(double accuracy)
|
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{
|
||||
if (accuracy == accuracy_cutoff_x)
|
||||
return ScoreRank.X;
|
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if (accuracy >= accuracy_cutoff_s)
|
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return ScoreRank.S;
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if (accuracy >= accuracy_cutoff_a)
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return ScoreRank.A;
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if (accuracy >= accuracy_cutoff_b)
|
||||
return ScoreRank.B;
|
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if (accuracy >= accuracy_cutoff_c)
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return ScoreRank.C;
|
||||
|
||||
return ScoreRank.D;
|
||||
}
|
||||
|
||||
/// <summary>
|
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/// Given a <see cref="ScoreRank"/>, return the cutoff accuracy (0..1).
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/// Accuracy must be greater than or equal to the cutoff to qualify for the provided rank.
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/// </summary>
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public static double AccuracyCutoffFromRank(ScoreRank rank)
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{
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switch (rank)
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{
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case ScoreRank.X:
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case ScoreRank.XH:
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return accuracy_cutoff_x;
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case ScoreRank.S:
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case ScoreRank.SH:
|
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return accuracy_cutoff_s;
|
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|
||||
case ScoreRank.A:
|
||||
return accuracy_cutoff_a;
|
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|
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case ScoreRank.B:
|
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return accuracy_cutoff_b;
|
||||
|
||||
case ScoreRank.C:
|
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return accuracy_cutoff_c;
|
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|
||||
case ScoreRank.D:
|
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return accuracy_cutoff_d;
|
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|
||||
default:
|
||||
throw new ArgumentOutOfRangeException(nameof(rank), rank, null);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// Stores the required scoring data that fulfils the minimum requirements for a <see cref="ScoreProcessor"/> to calculate score.
|
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/// </summary>
|
||||
|
@ -17,6 +17,7 @@ using osu.Framework.Utils;
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||||
using osu.Game.Audio;
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||||
using osu.Game.Graphics;
|
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using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Scoring;
|
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using osu.Game.Scoring;
|
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using osu.Game.Skinning;
|
||||
using osuTK;
|
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@ -28,6 +29,13 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
/// </summary>
|
||||
public partial class AccuracyCircle : CompositeDrawable
|
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{
|
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private static readonly double accuracy_x = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.X);
|
||||
private static readonly double accuracy_s = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.S);
|
||||
private static readonly double accuracy_a = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.A);
|
||||
private static readonly double accuracy_b = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.B);
|
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private static readonly double accuracy_c = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.C);
|
||||
private static readonly double accuracy_d = ScoreProcessor.AccuracyCutoffFromRank(ScoreRank.D);
|
||||
|
||||
/// <summary>
|
||||
/// Duration for the transforms causing this component to appear.
|
||||
/// </summary>
|
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@ -73,6 +81,11 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
/// </summary>
|
||||
private const double virtual_ss_percentage = 0.01;
|
||||
|
||||
/// <summary>
|
||||
/// The width of a <see cref="RankNotch"/> in terms of accuracy.
|
||||
/// </summary>
|
||||
public const double NOTCH_WIDTH_PERCENTAGE = 1.0 / 360;
|
||||
|
||||
/// <summary>
|
||||
/// The easing for the circle filling transforms.
|
||||
/// </summary>
|
||||
@ -145,49 +158,49 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.X),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 1 }
|
||||
Current = { Value = accuracy_x }
|
||||
},
|
||||
new CircularProgress
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.S),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 1 - virtual_ss_percentage }
|
||||
Current = { Value = accuracy_x - virtual_ss_percentage }
|
||||
},
|
||||
new CircularProgress
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.A),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 0.95f }
|
||||
Current = { Value = accuracy_s }
|
||||
},
|
||||
new CircularProgress
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.B),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 0.9f }
|
||||
Current = { Value = accuracy_a }
|
||||
},
|
||||
new CircularProgress
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.C),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 0.8f }
|
||||
Current = { Value = accuracy_b }
|
||||
},
|
||||
new CircularProgress
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = OsuColour.ForRank(ScoreRank.D),
|
||||
InnerRadius = RANK_CIRCLE_RADIUS,
|
||||
Current = { Value = 0.7f }
|
||||
Current = { Value = accuracy_c }
|
||||
},
|
||||
new RankNotch(0),
|
||||
new RankNotch((float)(1 - virtual_ss_percentage)),
|
||||
new RankNotch(0.95f),
|
||||
new RankNotch(0.9f),
|
||||
new RankNotch(0.8f),
|
||||
new RankNotch(0.7f),
|
||||
new RankNotch((float)accuracy_x),
|
||||
new RankNotch((float)(accuracy_x - virtual_ss_percentage)),
|
||||
new RankNotch((float)accuracy_s),
|
||||
new RankNotch((float)accuracy_a),
|
||||
new RankNotch((float)accuracy_b),
|
||||
new RankNotch((float)accuracy_c),
|
||||
new BufferedContainer
|
||||
{
|
||||
Name = "Graded circle mask",
|
||||
@ -215,12 +228,13 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
|
||||
Children = new[]
|
||||
{
|
||||
new RankBadge(1, getRank(ScoreRank.X)),
|
||||
new RankBadge(0.95, getRank(ScoreRank.S)),
|
||||
new RankBadge(0.9, getRank(ScoreRank.A)),
|
||||
new RankBadge(0.8, getRank(ScoreRank.B)),
|
||||
new RankBadge(0.7, getRank(ScoreRank.C)),
|
||||
new RankBadge(0.35, getRank(ScoreRank.D)),
|
||||
// The S and A badges are moved down slightly to prevent collision with the SS badge.
|
||||
new RankBadge(accuracy_x, accuracy_x, getRank(ScoreRank.X)),
|
||||
new RankBadge(accuracy_s, Interpolation.Lerp(accuracy_s, (accuracy_x - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)),
|
||||
new RankBadge(accuracy_a, Interpolation.Lerp(accuracy_a, accuracy_s, 0.25), getRank(ScoreRank.A)),
|
||||
new RankBadge(accuracy_b, Interpolation.Lerp(accuracy_b, accuracy_a, 0.5), getRank(ScoreRank.B)),
|
||||
new RankBadge(accuracy_c, Interpolation.Lerp(accuracy_c, accuracy_b, 0.5), getRank(ScoreRank.C)),
|
||||
new RankBadge(accuracy_d, Interpolation.Lerp(accuracy_d, accuracy_c, 0.5), getRank(ScoreRank.D)),
|
||||
}
|
||||
},
|
||||
rankText = new RankText(score.Rank)
|
||||
@ -263,7 +277,39 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
|
||||
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
|
||||
{
|
||||
double targetAccuracy = score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH ? 1 : Math.Min(1 - virtual_ss_percentage, score.Accuracy);
|
||||
double targetAccuracy = score.Accuracy;
|
||||
double[] notchPercentages =
|
||||
{
|
||||
accuracy_s,
|
||||
accuracy_a,
|
||||
accuracy_b,
|
||||
accuracy_c,
|
||||
};
|
||||
|
||||
// Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es),
|
||||
// to prevent ambiguity on what grade it's pointing at.
|
||||
foreach (double p in notchPercentages)
|
||||
{
|
||||
if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2))
|
||||
{
|
||||
int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria
|
||||
targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either.
|
||||
if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
|
||||
targetAccuracy = 1;
|
||||
else
|
||||
targetAccuracy = Math.Min(accuracy_x - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
|
||||
|
||||
// The accuracy circle gauge visually fills up a bit too much.
|
||||
// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
|
||||
const double visual_alignment_offset = 0.001;
|
||||
|
||||
if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset)
|
||||
targetAccuracy -= visual_alignment_offset;
|
||||
|
||||
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
|
||||
|
||||
@ -293,7 +339,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
if (badge.Accuracy > score.Accuracy)
|
||||
continue;
|
||||
|
||||
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
|
||||
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracy_x - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
|
||||
{
|
||||
badge.Appear();
|
||||
|
||||
|
@ -27,6 +27,11 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
/// </summary>
|
||||
public readonly double Accuracy;
|
||||
|
||||
/// <summary>
|
||||
/// The position around the <see cref="AccuracyCircle"/> to display this badge.
|
||||
/// </summary>
|
||||
private readonly double displayPosition;
|
||||
|
||||
private readonly ScoreRank rank;
|
||||
|
||||
private Drawable rankContainer;
|
||||
@ -36,10 +41,12 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
/// Creates a new <see cref="RankBadge"/>.
|
||||
/// </summary>
|
||||
/// <param name="accuracy">The accuracy value corresponding to <paramref name="rank"/>.</param>
|
||||
/// <param name="position">The position around the <see cref="AccuracyCircle"/> to display this badge.</param>
|
||||
/// <param name="rank">The <see cref="ScoreRank"/> to be displayed in this <see cref="RankBadge"/>.</param>
|
||||
public RankBadge(double accuracy, ScoreRank rank)
|
||||
public RankBadge(double accuracy, double position, ScoreRank rank)
|
||||
{
|
||||
Accuracy = accuracy;
|
||||
displayPosition = position;
|
||||
this.rank = rank;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
@ -92,7 +99,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
base.Update();
|
||||
|
||||
// Starts at -90deg (top) and moves counter-clockwise by the accuracy
|
||||
rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - (float)Accuracy) * MathF.PI * 2);
|
||||
rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - (float)displayPosition) * MathF.PI * 2);
|
||||
}
|
||||
|
||||
private Vector2 circlePosition(float t)
|
||||
|
@ -41,7 +41,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
|
||||
Origin = Anchor.TopCentre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Height = AccuracyCircle.RANK_CIRCLE_RADIUS,
|
||||
Width = 1f,
|
||||
Width = (float)AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 360f,
|
||||
Colour = OsuColour.Gray(0.3f),
|
||||
EdgeSmoothness = new Vector2(1f)
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user