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Merge pull request #26733 from frenzibyte/fix-results-f-rank

Fix results screen not handling F ranks properly
This commit is contained in:
Bartłomiej Dach 2024-02-05 13:36:59 +01:00 committed by GitHub
commit 80fc21f645
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GPG Key ID: B5690EEEBB952194
2 changed files with 78 additions and 14 deletions

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@ -26,8 +26,10 @@ using osu.Game.Scoring;
using osu.Game.Screens;
using osu.Game.Screens.Play;
using osu.Game.Screens.Ranking;
using osu.Game.Screens.Ranking.Expanded.Accuracy;
using osu.Game.Screens.Ranking.Expanded.Statistics;
using osu.Game.Screens.Ranking.Statistics;
using osu.Game.Skinning;
using osu.Game.Tests.Resources;
using osuTK;
using osuTK.Input;
@ -44,6 +46,9 @@ namespace osu.Game.Tests.Visual.Ranking
[Resolved]
private RealmAccess realm { get; set; }
[Resolved]
private SkinManager skins { get; set; }
protected override void LoadComplete()
{
base.LoadComplete();
@ -57,8 +62,17 @@ namespace osu.Game.Tests.Visual.Ranking
if (beatmapInfo != null)
Beatmap.Value = beatmaps.GetWorkingBeatmap(beatmapInfo);
});
AddToggleStep("toggle legacy classic skin", v =>
{
if (skins != null)
skins.CurrentSkinInfo.Value = v ? skins.DefaultClassicSkin.SkinInfo : skins.CurrentSkinInfo.Default;
});
}
[SetUp]
public void SetUp() => Schedule(() => skins.CurrentSkinInfo.SetDefault());
[Test]
public void TestScaling()
{
@ -132,6 +146,46 @@ namespace osu.Game.Tests.Visual.Ranking
AddAssert("retry overlay present", () => screen.RetryOverlay != null);
}
[Test]
public void TestResultsWithFailingRank()
{
TestResultsScreen screen = null;
loadResultsScreen(() =>
{
var score = TestResources.CreateTestScoreInfo();
score.OnlineID = onlineScoreID++;
score.HitEvents = TestSceneStatisticsPanel.CreatePositionDistributedHitEvents();
score.Rank = ScoreRank.F;
return screen = createResultsScreen(score);
});
AddUntilStep("wait for loaded", () => screen.IsLoaded);
AddAssert("retry overlay present", () => screen.RetryOverlay != null);
AddAssert("no badges displayed", () => this.ChildrenOfType<RankBadge>().All(b => !b.IsPresent));
}
[Test]
public void TestResultsWithFailingRankOnLegacySkin()
{
TestResultsScreen screen = null;
AddStep("set legacy skin", () => skins.CurrentSkinInfo.Value = skins.DefaultClassicSkin.SkinInfo);
loadResultsScreen(() =>
{
var score = TestResources.CreateTestScoreInfo();
score.OnlineID = onlineScoreID++;
score.HitEvents = TestSceneStatisticsPanel.CreatePositionDistributedHitEvents();
score.Rank = ScoreRank.F;
return screen = createResultsScreen(score);
});
AddUntilStep("wait for loaded", () => screen.IsLoaded);
AddAssert("retry overlay present", () => screen.RetryOverlay != null);
AddAssert("no badges displayed", () => this.ChildrenOfType<RankBadge>().All(b => !b.IsPresent));
}
[Test]
public void TestShowHideStatisticsViaOutsideClick()
{

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@ -4,6 +4,7 @@
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio;
@ -259,10 +260,15 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (isFailedSDueToMisses)
AddInternal(failedSRankText = new RankText(ScoreRank.S));
var applauseSamples = new List<string> { applauseSampleName };
if (score.Rank >= ScoreRank.B)
// when rank is B or higher, play legacy applause sample on legacy skins.
applauseSamples.Insert(0, @"applause");
AddRangeInternal(new Drawable[]
{
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)),
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", applauseSampleName)),
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(applauseSamples.ToArray())),
scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
@ -351,24 +357,28 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
int badgeNum = 0;
foreach (var badge in badges)
if (score.Rank != ScoreRank.F)
{
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
foreach (var badge in badges)
{
badge.Appear();
if (badge.Accuracy > score.Accuracy)
continue;
if (withFlair)
using (BeginDelayedSequence(
inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
{
Schedule(() =>
{
var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
badge.Appear();
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.Play();
});
if (withFlair)
{
Schedule(() =>
{
var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.Play();
});
}
}
}
}