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Merge branch 'master' into note-placement

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Dean Herbert 2018-11-29 13:06:11 +09:00 committed by GitHub
commit 86a0f8d2a9
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5 changed files with 9 additions and 5 deletions

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@ -16,8 +16,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{ {
public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject> public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
{ {
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= HitObject.StartTime - HitObject.TimePreempt;
private readonly ShakeContainer shakeContainer; private readonly ShakeContainer shakeContainer;
protected DrawableOsuHitObject(OsuHitObject hitObject) protected DrawableOsuHitObject(OsuHitObject hitObject)

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@ -217,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
switch (state) switch (state)
{ {
case ArmedState.Idle:
Expire(true);
break;
case ArmedState.Hit: case ArmedState.Hit:
sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out); sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
break; break;

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@ -178,6 +178,7 @@ namespace osu.Game.Online.API
AddParameter("grant_type", GrantType); AddParameter("grant_type", GrantType);
AddParameter("client_id", ClientId); AddParameter("client_id", ClientId);
AddParameter("client_secret", ClientSecret); AddParameter("client_secret", ClientSecret);
AddParameter("scope", "*");
base.PrePerform(); base.PrePerform();
} }

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@ -25,7 +25,7 @@ namespace osu.Game.Overlays.Volume
private CircularProgress volumeCircle; private CircularProgress volumeCircle;
private CircularProgress volumeCircleGlow; private CircularProgress volumeCircleGlow;
public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1 }; public BindableDouble Bindable { get; } = new BindableDouble { MinValue = 0, MaxValue = 1, Precision = 0.01 };
private readonly float circleSize; private readonly float circleSize;
private readonly Color4 meterColour; private readonly Color4 meterColour;
private readonly string name; private readonly string name;
@ -222,7 +222,7 @@ namespace osu.Game.Overlays.Volume
private set => Bindable.Value = value; private set => Bindable.Value = value;
} }
private const float adjust_step = 0.05f; private const double adjust_step = 0.05;
public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise); public void Increase(double amount = 1, bool isPrecise = false) => adjust(amount, isPrecise);
public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise); public void Decrease(double amount = 1, bool isPrecise = false) => adjust(-amount, isPrecise);
@ -236,7 +236,7 @@ namespace osu.Game.Overlays.Volume
var precision = Bindable.Precision; var precision = Bindable.Precision;
while (Math.Abs(scrollAccumulation) > precision) while (Precision.AlmostBigger(Math.Abs(scrollAccumulation), precision))
{ {
Volume += Math.Sign(scrollAccumulation) * precision; Volume += Math.Sign(scrollAccumulation) * precision;
scrollAccumulation = scrollAccumulation < 0 ? Math.Min(0, scrollAccumulation + precision) : Math.Max(0, scrollAccumulation - precision); 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
public override bool RemoveCompletedTransforms => false; public override bool RemoveCompletedTransforms => false;
protected override bool RequiresChildrenUpdate => true; protected override bool RequiresChildrenUpdate => true;
public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Clock?.CurrentTime >= LifetimeStart;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>(); public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
protected DrawableHitObject(HitObject hitObject) protected DrawableHitObject(HitObject hitObject)