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Merge branch 'master' into fix-exporting-a-skin-with-too-long-file-name
This commit is contained in:
commit
810712386d
31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
Normal file
31
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModAutopilot.cs
Normal file
@ -0,0 +1,31 @@
|
|||||||
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
|
// See the LICENCE file in the repository root for full licence text.
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||||||
|
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||||||
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using NUnit.Framework;
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||||||
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using osu.Game.Rulesets.Osu.Mods;
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using osuTK.Input;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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|
{
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public partial class TestSceneOsuModAutopilot : OsuModTestScene
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||||||
|
{
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|
[Test]
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||||||
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public void TestInstantResume()
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||||||
|
{
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|
CreateModTest(new ModTestData
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||||||
|
{
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|
Mod = new OsuModAutopilot(),
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PassCondition = () => true,
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|
Autoplay = false,
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|
});
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|
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||||||
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AddUntilStep("wait for gameplay start", () => Player.LocalUserPlaying.Value);
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AddStep("press pause", () => InputManager.PressKey(Key.Escape));
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AddUntilStep("wait until paused", () => Player.GameplayClockContainer.IsPaused.Value);
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AddStep("release pause", () => InputManager.ReleaseKey(Key.Escape));
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|
AddStep("press resume", () => InputManager.PressKey(Key.Escape));
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|
AddUntilStep("wait for resume", () => !Player.IsResuming);
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|
AddAssert("resumed", () => !Player.GameplayClockContainer.IsPaused.Value);
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|
}
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|
}
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}
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@ -60,6 +60,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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|
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// Generate the replay frames the cursor should follow
|
// Generate the replay frames the cursor should follow
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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|
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drawableRuleset.UseResumeOverlay = false;
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}
|
}
|
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}
|
}
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}
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}
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|
@ -1,10 +1,12 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
#nullable disable
|
using System.Diagnostics;
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||||||
|
|
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using System.Linq;
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using System.Linq;
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using NUnit.Framework;
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using NUnit.Framework;
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|
using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Timing;
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using osu.Game.Audio;
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using osu.Game.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.ControlPoints;
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@ -14,16 +16,23 @@ using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Storyboards;
|
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using osuTK.Input;
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using osuTK.Input;
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||||||
|
|
||||||
namespace osu.Game.Tests.Visual.Gameplay
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namespace osu.Game.Tests.Visual.Gameplay
|
||||||
{
|
{
|
||||||
public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
|
public partial class TestSceneGameplaySampleTriggerSource : PlayerTestScene
|
||||||
{
|
{
|
||||||
private TestGameplaySampleTriggerSource sampleTriggerSource;
|
private TestGameplaySampleTriggerSource sampleTriggerSource = null!;
|
||||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||||
|
|
||||||
private Beatmap beatmap;
|
private Beatmap beatmap = null!;
|
||||||
|
|
||||||
|
[Resolved]
|
||||||
|
private AudioManager audio { get; set; } = null!;
|
||||||
|
|
||||||
|
protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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||||||
|
=> new ClockBackedTestWorkingBeatmap(beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audio);
|
||||||
|
|
||||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||||
{
|
{
|
||||||
@ -39,12 +48,13 @@ namespace osu.Game.Tests.Visual.Gameplay
|
|||||||
const double start_offset = 8000;
|
const double start_offset = 8000;
|
||||||
const double spacing = 2000;
|
const double spacing = 2000;
|
||||||
|
|
||||||
|
// intentionally start objects a bit late so we can test the case of no alive objects.
|
||||||
double t = start_offset;
|
double t = start_offset;
|
||||||
|
|
||||||
beatmap.HitObjects.AddRange(new[]
|
beatmap.HitObjects.AddRange(new[]
|
||||||
{
|
{
|
||||||
new HitCircle
|
new HitCircle
|
||||||
{
|
{
|
||||||
// intentionally start objects a bit late so we can test the case of no alive objects.
|
|
||||||
StartTime = t += spacing,
|
StartTime = t += spacing,
|
||||||
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
|
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
|
||||||
},
|
},
|
||||||
@ -80,42 +90,66 @@ namespace osu.Game.Tests.Visual.Gameplay
|
|||||||
[Test]
|
[Test]
|
||||||
public void TestCorrectHitObject()
|
public void TestCorrectHitObject()
|
||||||
{
|
{
|
||||||
HitObjectLifetimeEntry nextObjectEntry = null;
|
waitForAliveObjectIndex(null);
|
||||||
|
checkValidObjectIndex(0);
|
||||||
|
|
||||||
AddAssert("no alive objects", () => getNextAliveObject() == null);
|
seekBeforeIndex(0);
|
||||||
|
waitForAliveObjectIndex(0);
|
||||||
|
checkValidObjectIndex(0);
|
||||||
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|
||||||
AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
|
AddAssert("first object not hit", () => getNextAliveObject()?.Entry?.Result?.HasResult != true);
|
||||||
|
|
||||||
AddUntilStep("get next object", () =>
|
AddStep("hit first object", () =>
|
||||||
{
|
{
|
||||||
var nextDrawableObject = getNextAliveObject();
|
var next = getNextAliveObject();
|
||||||
|
|
||||||
if (nextDrawableObject != null)
|
if (next != null)
|
||||||
{
|
{
|
||||||
nextObjectEntry = nextDrawableObject.Entry;
|
Debug.Assert(next.Entry?.Result?.HasResult != true);
|
||||||
InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
|
|
||||||
return true;
|
InputManager.MoveMouseTo(next.ScreenSpaceDrawQuad.Centre);
|
||||||
|
InputManager.Click(MouseButton.Left);
|
||||||
}
|
}
|
||||||
|
|
||||||
return false;
|
|
||||||
});
|
});
|
||||||
|
|
||||||
AddUntilStep("hit first hitobject", () =>
|
AddAssert("first object hit", () => getNextAliveObject()?.Entry?.Result?.HasResult == true);
|
||||||
{
|
|
||||||
InputManager.Click(MouseButton.Left);
|
|
||||||
return nextObjectEntry.Result?.HasResult == true;
|
|
||||||
});
|
|
||||||
|
|
||||||
AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
|
checkValidObjectIndex(1);
|
||||||
|
|
||||||
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
|
// Still object 1 as it's not hit yet.
|
||||||
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
|
seekBeforeIndex(1);
|
||||||
|
waitForAliveObjectIndex(1);
|
||||||
|
checkValidObjectIndex(1);
|
||||||
|
|
||||||
AddUntilStep("no alive objects", () => getNextAliveObject() == null);
|
seekBeforeIndex(2);
|
||||||
AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
|
waitForAliveObjectIndex(2);
|
||||||
|
checkValidObjectIndex(2);
|
||||||
|
|
||||||
|
seekBeforeIndex(3);
|
||||||
|
waitForAliveObjectIndex(3);
|
||||||
|
checkValidObjectIndex(3);
|
||||||
|
|
||||||
|
AddStep("Seek into future", () => Beatmap.Value.Track.Seek(beatmap.HitObjects.Last().GetEndTime() + 10000));
|
||||||
|
|
||||||
|
waitForAliveObjectIndex(null);
|
||||||
|
checkValidObjectIndex(3);
|
||||||
}
|
}
|
||||||
|
|
||||||
private DrawableHitObject getNextAliveObject() =>
|
private void seekBeforeIndex(int index) =>
|
||||||
|
AddStep($"seek to just before object {index}", () => Beatmap.Value.Track.Seek(beatmap.HitObjects[index].StartTime - 100));
|
||||||
|
|
||||||
|
private void waitForAliveObjectIndex(int? index)
|
||||||
|
{
|
||||||
|
if (index == null)
|
||||||
|
AddUntilStep("wait for no alive objects", getNextAliveObject, () => Is.Null);
|
||||||
|
else
|
||||||
|
AddUntilStep($"wait for next alive to be {index}", () => getNextAliveObject()?.HitObject, () => Is.EqualTo(beatmap.HitObjects[index.Value]));
|
||||||
|
}
|
||||||
|
|
||||||
|
private void checkValidObjectIndex(int index) =>
|
||||||
|
AddAssert($"check valid object is {index}", () => sampleTriggerSource.GetMostValidObject(), () => Is.EqualTo(beatmap.HitObjects[index]));
|
||||||
|
|
||||||
|
private DrawableHitObject? getNextAliveObject() =>
|
||||||
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
|
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
|
@ -21,7 +21,7 @@ namespace osu.Game.Graphics.Containers
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
|
public const float BREAK_LIGHTEN_AMOUNT = 0.3f;
|
||||||
|
|
||||||
protected const double BACKGROUND_FADE_DURATION = 800;
|
public const double BACKGROUND_FADE_DURATION = 800;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Whether or not user-configured settings relating to brightness of elements should be ignored
|
/// Whether or not user-configured settings relating to brightness of elements should be ignored
|
||||||
|
@ -230,7 +230,7 @@ namespace osu.Game.Rulesets.UI
|
|||||||
|
|
||||||
public override void RequestResume(Action continueResume)
|
public override void RequestResume(Action continueResume)
|
||||||
{
|
{
|
||||||
if (ResumeOverlay != null && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
|
if (ResumeOverlay != null && UseResumeOverlay && (Cursor == null || (Cursor.LastFrameState == Visibility.Visible && Contains(Cursor.ActiveCursor.ScreenSpaceDrawQuad.Centre))))
|
||||||
{
|
{
|
||||||
ResumeOverlay.GameplayCursor = Cursor;
|
ResumeOverlay.GameplayCursor = Cursor;
|
||||||
ResumeOverlay.ResumeAction = continueResume;
|
ResumeOverlay.ResumeAction = continueResume;
|
||||||
@ -507,6 +507,15 @@ namespace osu.Game.Rulesets.UI
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public ResumeOverlay ResumeOverlay { get; protected set; }
|
public ResumeOverlay ResumeOverlay { get; protected set; }
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Whether the <see cref="ResumeOverlay"/> should be used to return the user's cursor position to its previous location after a pause.
|
||||||
|
/// </summary>
|
||||||
|
/// <remarks>
|
||||||
|
/// Defaults to <c>true</c>.
|
||||||
|
/// Even if <c>true</c>, will not have any effect if the ruleset does not have a resume overlay (see <see cref="CreateResumeOverlay"/>).
|
||||||
|
/// </remarks>
|
||||||
|
public bool UseResumeOverlay { get; set; } = true;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
|
/// Returns first available <see cref="HitWindows"/> provided by a <see cref="HitObject"/>.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@ -531,6 +540,11 @@ namespace osu.Game.Rulesets.UI
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Create an optional resume overlay, which is displayed when a player requests to resume gameplay during non-break time.
|
||||||
|
/// This can be used to force the player to return their hands / cursor to the position they left off, to avoid players
|
||||||
|
/// using pauses as a means of adjusting their inputs (aka "pause buffering").
|
||||||
|
/// </summary>
|
||||||
protected virtual ResumeOverlay CreateResumeOverlay() => null;
|
protected virtual ResumeOverlay CreateResumeOverlay() => null;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -417,7 +417,7 @@ namespace osu.Game.Screens.Play
|
|||||||
lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
|
lowPassFilter.CutoffTo(1000, 650, Easing.OutQuint);
|
||||||
highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
|
highPassFilter.CutoffTo(300).Then().CutoffTo(0, 1250); // 1250 is to line up with the appearance of MetadataInfo (750 delay + 500 fade-in)
|
||||||
|
|
||||||
ApplyToBackground(b => b?.FadeColour(Color4.White, 800, Easing.OutQuint));
|
ApplyToBackground(b => b.FadeColour(Color4.White, 800, Easing.OutQuint));
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void ContentOut()
|
protected virtual void ContentOut()
|
||||||
|
@ -1,9 +1,9 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
#nullable disable
|
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
|
using System.Diagnostics;
|
||||||
|
using osu.Framework.Screens;
|
||||||
using osu.Game.Screens.Backgrounds;
|
using osu.Game.Screens.Backgrounds;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Play
|
namespace osu.Game.Screens.Play
|
||||||
@ -12,6 +12,11 @@ namespace osu.Game.Screens.Play
|
|||||||
{
|
{
|
||||||
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
protected override BackgroundScreen CreateBackground() => new BackgroundScreenBeatmap(Beatmap.Value);
|
||||||
|
|
||||||
public void ApplyToBackground(Action<BackgroundScreenBeatmap> action) => base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
|
public void ApplyToBackground(Action<BackgroundScreenBeatmap> action)
|
||||||
|
{
|
||||||
|
Debug.Assert(this.IsCurrentScreen());
|
||||||
|
|
||||||
|
base.ApplyToBackground(b => action.Invoke((BackgroundScreenBeatmap)b));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -31,6 +31,7 @@ using osu.Game.Overlays;
|
|||||||
using osu.Game.Overlays.Mods;
|
using osu.Game.Overlays.Mods;
|
||||||
using osu.Game.Rulesets;
|
using osu.Game.Rulesets;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
|
using osu.Game.Screens.Backgrounds;
|
||||||
using osu.Game.Screens.Edit;
|
using osu.Game.Screens.Edit;
|
||||||
using osu.Game.Screens.Menu;
|
using osu.Game.Screens.Menu;
|
||||||
using osu.Game.Screens.Play;
|
using osu.Game.Screens.Play;
|
||||||
@ -148,7 +149,7 @@ namespace osu.Game.Screens.Select
|
|||||||
if (!this.IsCurrentScreen())
|
if (!this.IsCurrentScreen())
|
||||||
return;
|
return;
|
||||||
|
|
||||||
ApplyToBackground(b => b.BlurAmount.Value = e.NewValue ? BACKGROUND_BLUR : 0);
|
ApplyToBackground(applyBlurToBackground);
|
||||||
});
|
});
|
||||||
|
|
||||||
LoadComponentAsync(Carousel = new BeatmapCarousel
|
LoadComponentAsync(Carousel = new BeatmapCarousel
|
||||||
@ -194,6 +195,7 @@ namespace osu.Game.Screens.Select
|
|||||||
{
|
{
|
||||||
ParallaxAmount = 0.005f,
|
ParallaxAmount = 0.005f,
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
|
Alpha = 0,
|
||||||
Anchor = Anchor.Centre,
|
Anchor = Anchor.Centre,
|
||||||
Origin = Anchor.Centre,
|
Origin = Anchor.Centre,
|
||||||
Child = new WedgeBackground
|
Child = new WedgeBackground
|
||||||
@ -763,12 +765,18 @@ namespace osu.Game.Screens.Select
|
|||||||
/// <param name="beatmap">The working beatmap.</param>
|
/// <param name="beatmap">The working beatmap.</param>
|
||||||
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
|
private void updateComponentFromBeatmap(WorkingBeatmap beatmap)
|
||||||
{
|
{
|
||||||
ApplyToBackground(backgroundModeBeatmap =>
|
// If not the current screen, this will be applied in OnResuming.
|
||||||
|
if (this.IsCurrentScreen())
|
||||||
{
|
{
|
||||||
backgroundModeBeatmap.Beatmap = beatmap;
|
ApplyToBackground(backgroundModeBeatmap =>
|
||||||
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
|
{
|
||||||
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
backgroundModeBeatmap.Beatmap = beatmap;
|
||||||
});
|
backgroundModeBeatmap.IgnoreUserSettings.Value = true;
|
||||||
|
backgroundModeBeatmap.FadeColour(Color4.White, 250);
|
||||||
|
|
||||||
|
applyBlurToBackground(backgroundModeBeatmap);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
beatmapInfoWedge.Beatmap = beatmap;
|
beatmapInfoWedge.Beatmap = beatmap;
|
||||||
|
|
||||||
@ -785,6 +793,14 @@ namespace osu.Game.Screens.Select
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void applyBlurToBackground(BackgroundScreenBeatmap backgroundModeBeatmap)
|
||||||
|
{
|
||||||
|
backgroundModeBeatmap.BlurAmount.Value = configBackgroundBlur.Value ? BACKGROUND_BLUR : 0f;
|
||||||
|
backgroundModeBeatmap.DimWhenUserSettingsIgnored.Value = configBackgroundBlur.Value ? 0 : 0.4f;
|
||||||
|
|
||||||
|
wedgeBackground.FadeTo(configBackgroundBlur.Value ? 0.5f : 0.2f, UserDimContainer.BACKGROUND_FADE_DURATION, Easing.OutQuint);
|
||||||
|
}
|
||||||
|
|
||||||
private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
|
private readonly WeakReference<ITrack?> lastTrack = new WeakReference<ITrack?>(null);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -1,14 +1,11 @@
|
|||||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
#nullable disable
|
|
||||||
|
|
||||||
using osu.Framework.Extensions.Color4Extensions;
|
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Graphics.Containers;
|
using osu.Framework.Graphics.Containers;
|
||||||
|
using osu.Framework.Graphics.Shapes;
|
||||||
using osuTK;
|
using osuTK;
|
||||||
using osuTK.Graphics;
|
using osuTK.Graphics;
|
||||||
using osu.Framework.Graphics.Shapes;
|
|
||||||
|
|
||||||
namespace osu.Game.Screens.Select
|
namespace osu.Game.Screens.Select
|
||||||
{
|
{
|
||||||
@ -22,7 +19,7 @@ namespace osu.Game.Screens.Select
|
|||||||
{
|
{
|
||||||
RelativeSizeAxes = Axes.Both,
|
RelativeSizeAxes = Axes.Both,
|
||||||
Size = new Vector2(1, 0.5f),
|
Size = new Vector2(1, 0.5f),
|
||||||
Colour = Color4.Black.Opacity(0.5f),
|
Colour = Color4.Black,
|
||||||
Shear = new Vector2(0.15f, 0),
|
Shear = new Vector2(0.15f, 0),
|
||||||
EdgeSmoothness = new Vector2(2, 0),
|
EdgeSmoothness = new Vector2(2, 0),
|
||||||
},
|
},
|
||||||
@ -32,7 +29,7 @@ namespace osu.Game.Screens.Select
|
|||||||
RelativePositionAxes = Axes.Y,
|
RelativePositionAxes = Axes.Y,
|
||||||
Size = new Vector2(1, -0.5f),
|
Size = new Vector2(1, -0.5f),
|
||||||
Position = new Vector2(0, 1),
|
Position = new Vector2(0, 1),
|
||||||
Colour = Color4.Black.Opacity(0.5f),
|
Colour = Color4.Black,
|
||||||
Shear = new Vector2(-0.15f, 0),
|
Shear = new Vector2(-0.15f, 0),
|
||||||
EdgeSmoothness = new Vector2(2, 0),
|
EdgeSmoothness = new Vector2(2, 0),
|
||||||
},
|
},
|
||||||
|
@ -66,7 +66,7 @@ namespace osu.Game.Tests.Visual
|
|||||||
protected override bool CheckModsAllowFailure() => allowFail;
|
protected override bool CheckModsAllowFailure() => allowFail;
|
||||||
|
|
||||||
public ModTestPlayer(ModTestData data, bool allowFail)
|
public ModTestPlayer(ModTestData data, bool allowFail)
|
||||||
: base(false, false)
|
: base(true, false)
|
||||||
{
|
{
|
||||||
this.allowFail = allowFail;
|
this.allowFail = allowFail;
|
||||||
currentTestData = data;
|
currentTestData = data;
|
||||||
|
Loading…
Reference in New Issue
Block a user