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https://github.com/ppy/osu.git
synced 2024-11-11 12:57:36 +08:00
Merge branch 'master' into fix-initial-ruleset-skin-loading
This commit is contained in:
commit
8387acfe15
@ -12,6 +12,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Beatmaps;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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@ -23,15 +24,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public override string Description => "It never gets boring!";
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
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private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
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private Random rng;
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@ -113,7 +105,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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distanceToPrev * (float)Math.Sin(current.AngleRad)
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);
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posRelativeToPrev = getRotatedVector(previous.EndPositionRandomised, posRelativeToPrev);
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posRelativeToPrev = OsuHitObjectGenerationUtils.RotateAwayFromEdge(previous.EndPositionRandomised, posRelativeToPrev);
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current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
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@ -185,73 +177,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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}
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/// <summary>
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/// Determines the position of the current hit object relative to the previous one.
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/// </summary>
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/// <returns>The position of the current hit object relative to the previous one</returns>
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private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
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{
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var relativeRotationDistance = 0f;
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if (prevPosChanged.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevPosChanged.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevPosChanged.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevPosChanged.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destinantion"
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/// </summary>
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/// <param name="initial">Vector to rotate to "destination"</param>
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/// <param name="destination">Vector "initial" should be rotated to</param>
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/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
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/// <returns>Resulting vector</returns>
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private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
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{
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var initialAngleRad = Math.Atan2(initial.Y, initial.X);
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var destAngleRad = Math.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -Math.PI) diff += 2 * Math.PI;
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while (diff > Math.PI) diff -= 2 * Math.PI;
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var finalAngleRad = initialAngleRad + relativeDistance * diff;
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return new Vector2(
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initial.Length * (float)Math.Cos(finalAngleRad),
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initial.Length * (float)Math.Sin(finalAngleRad)
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);
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}
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private class RandomObjectInfo
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{
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public float AngleRad { get; set; }
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104
osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils.cs
Normal file
104
osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils.cs
Normal file
@ -0,0 +1,104 @@
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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;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Utils
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{
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public static class OsuHitObjectGenerationUtils
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{
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// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const float playfield_edge_ratio = 0.375f;
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private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
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private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
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private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
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/// <summary>
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/// Rotate a hit object away from the playfield edge, while keeping a constant distance
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/// from the previous object.
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/// </summary>
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/// <remarks>
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/// The extent of rotation depends on the position of the hit object. Hit objects
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/// closer to the playfield edge will be rotated to a larger extent.
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/// </remarks>
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/// <param name="prevObjectPos">Position of the previous hit object.</param>
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/// <param name="posRelativeToPrev">Position of the hit object to be rotated, relative to the previous hit object.</param>
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/// <param name="rotationRatio">
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/// The extent of rotation.
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/// 0 means the hit object is never rotated.
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/// 1 means the hit object will be fully rotated towards playfield center when it is originally at playfield edge.
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/// </param>
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/// <returns>The new position of the hit object, relative to the previous one.</returns>
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public static Vector2 RotateAwayFromEdge(Vector2 prevObjectPos, Vector2 posRelativeToPrev, float rotationRatio = 0.5f)
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{
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var relativeRotationDistance = 0f;
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if (prevObjectPos.X < playfield_middle.X)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_x - prevObjectPos.X) / border_distance_x,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
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relativeRotationDistance
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);
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}
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if (prevObjectPos.Y < playfield_middle.Y)
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{
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relativeRotationDistance = Math.Max(
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(border_distance_y - prevObjectPos.Y) / border_distance_y,
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relativeRotationDistance
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);
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}
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else
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{
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relativeRotationDistance = Math.Max(
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(prevObjectPos.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
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relativeRotationDistance
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);
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}
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return RotateVectorTowardsVector(
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posRelativeToPrev,
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playfield_middle - prevObjectPos,
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Math.Min(1, relativeRotationDistance * rotationRatio)
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);
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}
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/// <summary>
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/// Rotates vector "initial" towards vector "destination".
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/// </summary>
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/// <param name="initial">The vector to be rotated.</param>
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/// <param name="destination">The vector that "initial" should be rotated towards.</param>
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/// <param name="rotationRatio">How much "initial" should be rotated. 0 means no rotation. 1 means "initial" is fully rotated to equal "destination".</param>
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/// <returns>The rotated vector.</returns>
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public static Vector2 RotateVectorTowardsVector(Vector2 initial, Vector2 destination, float rotationRatio)
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{
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var initialAngleRad = MathF.Atan2(initial.Y, initial.X);
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var destAngleRad = MathF.Atan2(destination.Y, destination.X);
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var diff = destAngleRad - initialAngleRad;
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while (diff < -MathF.PI) diff += 2 * MathF.PI;
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while (diff > MathF.PI) diff -= 2 * MathF.PI;
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var finalAngleRad = initialAngleRad + rotationRatio * diff;
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return new Vector2(
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initial.Length * MathF.Cos(finalAngleRad),
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initial.Length * MathF.Sin(finalAngleRad)
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);
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}
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}
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}
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@ -10,7 +10,6 @@ using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Testing;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Mods;
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using osu.Game.Rulesets;
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@ -107,7 +106,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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var conversionMods = osu.GetModsFor(ModType.Conversion);
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var noFailMod = osu.GetModsFor(ModType.DifficultyReduction).FirstOrDefault(m => m is OsuModNoFail);
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var hiddenMod = harderMods.FirstOrDefault(m => m is OsuModHidden);
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var doubleTimeMod = harderMods.OfType<MultiMod>().FirstOrDefault(m => m.Mods.Any(a => a is OsuModDoubleTime));
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@ -120,8 +118,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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testMultiMod(doubleTimeMod);
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testIncompatibleMods(easy, hardRock);
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testDeselectAll(easierMods.Where(m => !(m is MultiMod)));
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testMultiplierTextColour(noFailMod, () => modSelect.LowMultiplierColour);
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testMultiplierTextColour(hiddenMod, () => modSelect.HighMultiplierColour);
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testUnimplementedMod(targetMod);
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}
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@ -149,7 +145,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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changeRuleset(0);
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AddAssert("ensure mods still selected", () => modDisplay.Current.Value.Single(m => m is OsuModNoFail) != null);
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AddAssert("ensure mods still selected", () => modDisplay.Current.Value.SingleOrDefault(m => m is OsuModNoFail) != null);
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changeRuleset(3);
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@ -316,17 +312,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert("check for no selection", () => !modSelect.SelectedMods.Value.Any());
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}
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private void testMultiplierTextColour(Mod mod, Func<Color4> getCorrectColour)
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{
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checkLabelColor(() => Color4.White);
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selectNext(mod);
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AddWaitStep("wait for changing colour", 1);
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checkLabelColor(getCorrectColour);
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selectPrevious(mod);
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AddWaitStep("wait for changing colour", 1);
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checkLabelColor(() => Color4.White);
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}
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private void testModsWithSameBaseType(Mod modA, Mod modB)
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{
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selectNext(modA);
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@ -348,7 +333,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddAssert($"check {mod.Name} is selected", () =>
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{
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var button = modSelect.GetModButton(mod);
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return modSelect.SelectedMods.Value.Single(m => m.Name == mod.Name) != null && button.SelectedMod.GetType() == mod.GetType() && button.Selected;
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return modSelect.SelectedMods.Value.SingleOrDefault(m => m.Name == mod.Name) != null && button.SelectedMod.GetType() == mod.GetType() && button.Selected;
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});
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}
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@ -370,8 +355,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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});
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}
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private void checkLabelColor(Func<Color4> getColour) => AddAssert("check label has expected colour", () => modSelect.MultiplierLabel.Colour.AverageColour == getColour());
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private void createDisplay(Func<TestModSelectOverlay> createOverlayFunc)
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{
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Children = new Drawable[]
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@ -408,7 +391,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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return section.ButtonsContainer.OfType<ModButton>().Single(b => b.Mods.Any(m => m.GetType() == mod.GetType()));
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}
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public new OsuSpriteText MultiplierLabel => base.MultiplierLabel;
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public new TriangleButton DeselectAllButton => base.DeselectAllButton;
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public new Color4 LowMultiplierColour => base.LowMultiplierColour;
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@ -12,6 +12,7 @@ using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Settings;
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namespace osu.Game.Configuration
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@ -149,7 +150,7 @@ namespace osu.Game.Configuration
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break;
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case IBindable bindable:
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var dropdownType = typeof(SettingsEnumDropdown<>).MakeGenericType(bindable.GetType().GetGenericArguments()[0]);
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var dropdownType = typeof(ModSettingsEnumDropdown<>).MakeGenericType(bindable.GetType().GetGenericArguments()[0]);
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var dropdown = (Drawable)Activator.CreateInstance(dropdownType);
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dropdownType.GetProperty(nameof(SettingsDropdown<object>.LabelText))?.SetValue(dropdown, attr.Label);
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@ -183,5 +184,17 @@ namespace osu.Game.Configuration
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=> obj.GetSettingsSourceProperties()
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.OrderBy(attr => attr.Item1)
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.ToArray();
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private class ModSettingsEnumDropdown<T> : SettingsEnumDropdown<T>
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where T : struct, Enum
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{
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protected override OsuDropdown<T> CreateDropdown() => new ModDropdownControl();
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private class ModDropdownControl : DropdownControl
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{
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// Set menu's max height low enough to workaround nested scroll issues (see https://github.com/ppy/osu-framework/issues/4536).
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protected override DropdownMenu CreateMenu() => base.CreateMenu().With(m => m.MaxHeight = 100);
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}
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}
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}
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}
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@ -37,9 +37,6 @@ namespace osu.Game.Overlays.Mods
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protected readonly TriangleButton CustomiseButton;
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protected readonly TriangleButton CloseButton;
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protected readonly Drawable MultiplierSection;
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protected readonly OsuSpriteText MultiplierLabel;
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protected readonly FillFlowContainer FooterContainer;
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protected override bool BlockNonPositionalInput => false;
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@ -324,30 +321,6 @@ namespace osu.Game.Overlays.Mods
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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},
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MultiplierSection = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Spacing = new Vector2(footer_button_spacing / 2, 0),
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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Children = new Drawable[]
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{
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new OsuSpriteText
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{
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Text = @"Score Multiplier:",
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Font = OsuFont.GetFont(size: 30),
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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},
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MultiplierLabel = new OsuSpriteText
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{
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Font = OsuFont.GetFont(size: 30, weight: FontWeight.Bold),
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Origin = Anchor.CentreLeft,
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Anchor = Anchor.CentreLeft,
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Width = 70, // make width fixed so reflow doesn't occur when multiplier number changes.
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},
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},
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},
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}
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}
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},
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@ -361,11 +334,8 @@ namespace osu.Game.Overlays.Mods
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}
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[BackgroundDependencyLoader(true)]
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private void load(OsuColour colours, AudioManager audio, OsuGameBase osu)
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private void load(AudioManager audio, OsuGameBase osu)
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{
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LowMultiplierColour = colours.Red;
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HighMultiplierColour = colours.Green;
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availableMods = osu.AvailableMods.GetBoundCopy();
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sampleOn = audio.Samples.Get(@"UI/check-on");
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@ -495,26 +465,6 @@ namespace osu.Game.Overlays.Mods
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foreach (var section in ModSectionsContainer.Children)
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section.UpdateSelectedButtons(selectedMods);
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updateMultiplier();
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}
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private void updateMultiplier()
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{
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var multiplier = 1.0;
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foreach (var mod in SelectedMods.Value)
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{
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multiplier *= mod.ScoreMultiplier;
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}
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MultiplierLabel.Text = $"{multiplier:N2}x";
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if (multiplier > 1.0)
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MultiplierLabel.FadeColour(HighMultiplierColour, 200);
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else if (multiplier < 1.0)
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MultiplierLabel.FadeColour(LowMultiplierColour, 200);
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else
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MultiplierLabel.FadeColour(Color4.White, 200);
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}
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private void modButtonPressed(Mod selectedMod)
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|
@ -32,7 +32,6 @@ namespace osu.Game.Screens.OnlinePlay
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{
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IsValidMod = m => true;
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MultiplierSection.Alpha = 0;
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DeselectAllButton.Alpha = 0;
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Drawable selectAllButton;
|
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|
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