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Merge branch 'master' into note-placement
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commit
86a0f8d2a9
@ -16,8 +16,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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{
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= HitObject.StartTime - HitObject.TimePreempt;
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private readonly ShakeContainer shakeContainer;
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private readonly ShakeContainer shakeContainer;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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@ -217,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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switch (state)
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{
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{
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case ArmedState.Idle:
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Expire(true);
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break;
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case ArmedState.Hit:
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case ArmedState.Hit:
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
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break;
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break;
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@ -178,6 +178,7 @@ namespace osu.Game.Online.API
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AddParameter("grant_type", GrantType);
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AddParameter("grant_type", GrantType);
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AddParameter("client_id", ClientId);
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AddParameter("client_id", ClientId);
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AddParameter("client_secret", ClientSecret);
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AddParameter("client_secret", ClientSecret);
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AddParameter("scope", "*");
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base.PrePerform();
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base.PrePerform();
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}
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}
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@ -25,7 +25,7 @@ namespace osu.Game.Overlays.Volume
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircle;
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private CircularProgress volumeCircleGlow;
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private CircularProgress volumeCircleGlow;
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1 };
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public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
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private readonly float circleSize;
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private readonly float circleSize;
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private readonly Color4 meterColour;
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private readonly Color4 meterColour;
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private readonly string name;
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private readonly string name;
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@ -222,7 +222,7 @@ namespace osu.Game.Overlays.Volume
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private set => Bindable.Value = value;
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private set => Bindable.Value = value;
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}
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}
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private const float adjust_step = 0.05f;
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private const double adjust_step = 0.05;
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
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@ -236,7 +236,7 @@ namespace osu.Game.Overlays.Volume
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var precision = Bindable.Precision;
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var precision = Bindable.Precision;
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while (Math.Abs(scrollAccumulation) > precision)
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while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
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{
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{
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Volume += Math.Sign(scrollAccumulation) * precision;
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Volume += Math.Sign(scrollAccumulation) * precision;
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision);
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@ -84,6 +84,8 @@ namespace osu.Game.Rulesets.Objects.Drawables
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public override bool RemoveCompletedTransforms => false;
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public override bool RemoveCompletedTransforms => false;
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protected override bool RequiresChildrenUpdate => true;
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protected override bool RequiresChildrenUpdate => true;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart;
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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protected DrawableHitObject(HitObject hitObject)
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protected DrawableHitObject(HitObject hitObject)
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