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Merge pull request #24810 from peppy/remove-slider-head-movement-allowance
Remove slider head circle movement (and remove setting from "classic" mod)
This commit is contained in:
commit
92cafe23fe
@ -3,6 +3,7 @@
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#nullable disable
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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@ -19,7 +20,6 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Rulesets.Judgements;
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@ -35,16 +35,24 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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private int depthIndex;
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private readonly BindableBool snakingIn = new BindableBool();
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private readonly BindableBool snakingOut = new BindableBool();
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private readonly BindableBool snakingIn = new BindableBool(true);
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private readonly BindableBool snakingOut = new BindableBool(true);
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[SetUpSteps]
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public void SetUpSteps()
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private float progressToHit;
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protected override void LoadComplete()
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{
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AddToggleStep("toggle snaking", v =>
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base.LoadComplete();
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AddToggleStep("disable snaking", v =>
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{
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snakingIn.Value = v;
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snakingOut.Value = v;
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snakingIn.Value = !v;
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snakingOut.Value = !v;
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});
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AddSliderStep("hit at", 0f, 1f, 0f, v =>
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{
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progressToHit = v;
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});
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}
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@ -56,6 +64,18 @@ namespace osu.Game.Rulesets.Osu.Tests
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config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
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}
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protected override void Update()
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{
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base.Update();
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foreach (var slider in this.ChildrenOfType<DrawableSlider>())
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{
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double completionProgress = Math.Clamp((Time.Current - slider.HitObject.StartTime) / slider.HitObject.Duration, 0, 1);
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if (completionProgress > progressToHit && !slider.IsHit)
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slider.HeadCircle.HitArea.Hit();
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}
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}
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[Test]
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public void TestVariousSliders()
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{
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@ -206,7 +226,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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StackHeight = 10
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};
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return createDrawable(slider, 2, 2);
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return createDrawable(slider, 2);
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}
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private Drawable testSimpleMedium(int repeats = 0) => createSlider(5, repeats: repeats);
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@ -229,6 +249,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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{
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var slider = new Slider
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{
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SliderVelocityMultiplier = speedMultiplier,
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StartTime = Time.Current + time_offset,
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Position = new Vector2(0, -(distance / 2)),
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Path = new SliderPath(PathType.PerfectCurve, new[]
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@ -240,7 +261,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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StackHeight = stackHeight
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};
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return createDrawable(slider, circleSize, speedMultiplier);
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return createDrawable(slider, circleSize);
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}
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private Drawable testPerfect(int repeats = 0)
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@ -258,7 +279,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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RepeatCount = repeats,
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};
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return createDrawable(slider, 2, 3);
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return createDrawable(slider, 2);
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}
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private Drawable testLinear(int repeats = 0) => createLinear(repeats);
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@ -281,7 +302,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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RepeatCount = repeats,
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};
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return createDrawable(slider, 2, 3);
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return createDrawable(slider, 2);
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}
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private Drawable testBezier(int repeats = 0) => createBezier(repeats);
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@ -303,7 +324,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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RepeatCount = repeats,
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};
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return createDrawable(slider, 2, 3);
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return createDrawable(slider, 2);
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}
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private Drawable testLinearOverlapping(int repeats = 0) => createOverlapping(repeats);
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@ -326,7 +347,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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RepeatCount = repeats,
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};
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return createDrawable(slider, 2, 3);
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return createDrawable(slider, 2);
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}
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private Drawable testCatmull(int repeats = 0) => createCatmull(repeats);
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@ -352,15 +373,12 @@ namespace osu.Game.Rulesets.Osu.Tests
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NodeSamples = repeatSamples
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};
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return createDrawable(slider, 3, 1);
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return createDrawable(slider, 3);
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}
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private Drawable createDrawable(Slider slider, float circleSize, double speedMultiplier)
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private Drawable createDrawable(Slider slider, float circleSize)
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{
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var cpi = new LegacyControlPointInfo();
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cpi.Add(0, new DifficultyControlPoint { SliderVelocity = speedMultiplier });
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slider.ApplyDefaults(cpi, new BeatmapDifficulty
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slider.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty
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{
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CircleSize = circleSize,
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SliderTickRate = 3
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@ -1,8 +1,6 @@
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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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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@ -33,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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public partial class TestSceneSliderSnaking : TestSceneOsuPlayer
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{
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[Resolved]
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private AudioManager audioManager { get; set; }
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private AudioManager audioManager { get; set; } = null!;
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protected override bool Autoplay => autoplay;
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private bool autoplay;
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@ -41,12 +39,12 @@ namespace osu.Game.Rulesets.Osu.Tests
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private readonly BindableBool snakingIn = new BindableBool();
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private readonly BindableBool snakingOut = new BindableBool();
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private IBeatmap beatmap;
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private IBeatmap beatmap = null!;
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private const double duration_of_span = 3605;
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private const double fade_in_modifier = -1200;
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard storyboard = null)
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protected override WorkingBeatmap CreateWorkingBeatmap(IBeatmap beatmap, Storyboard? storyboard = null)
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=> new ClockBackedTestWorkingBeatmap(this.beatmap = beatmap, storyboard, new FramedClock(new ManualClock { Rate = 1 }), audioManager);
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[BackgroundDependencyLoader]
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@ -57,15 +55,8 @@ namespace osu.Game.Rulesets.Osu.Tests
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config.BindWith(OsuRulesetSetting.SnakingOutSliders, snakingOut);
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}
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private Slider slider;
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private DrawableSlider drawableSlider;
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[SetUp]
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public void Setup() => Schedule(() =>
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{
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slider = null;
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drawableSlider = null;
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});
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private Slider slider = null!;
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private DrawableSlider? drawableSlider;
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protected override bool HasCustomSteps => true;
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@ -135,9 +126,9 @@ namespace osu.Game.Rulesets.Osu.Tests
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}
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[Test]
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public void TestRepeatArrowDoesNotMoveWhenHit()
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public void TestRepeatArrowDoesNotMove([Values] bool useAutoplay)
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{
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AddStep("enable autoplay", () => autoplay = true);
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AddStep($"set autoplay to {useAutoplay}", () => autoplay = useAutoplay);
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setSnaking(true);
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CreateTest();
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// repeat might have a chance to update its position depending on where in the frame its hit,
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@ -145,21 +136,12 @@ namespace osu.Game.Rulesets.Osu.Tests
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionAlmostSame);
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}
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[Test]
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public void TestRepeatArrowMovesWhenNotHit()
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{
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AddStep("disable autoplay", () => autoplay = false);
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setSnaking(true);
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CreateTest();
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addCheckPositionChangeSteps(() => 16600, getSliderRepeat, positionDecreased);
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}
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private void retrieveSlider(int index)
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{
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AddStep("retrieve slider at index", () => slider = (Slider)beatmap.HitObjects[index]);
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addSeekStep(() => slider.StartTime);
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AddUntilStep("retrieve drawable slider", () =>
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(drawableSlider = (DrawableSlider)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null);
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(drawableSlider = (DrawableSlider?)Player.DrawableRuleset.Playfield.AllHitObjects.SingleOrDefault(d => d.HitObject == slider)) != null);
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}
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private void addEnsureSnakingInSteps(Func<double> startTime) => addCheckPositionChangeSteps(startTime, getSliderEnd, positionIncreased);
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@ -179,7 +161,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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private Func<double> timeAtRepeat(Func<double> startTime, int repeatIndex) => () => startTime() + 100 + duration_of_span * repeatIndex;
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private Func<Vector2> positionAtRepeat(int repeatIndex) => repeatIndex % 2 == 0 ? getSliderStart : getSliderEnd;
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private List<Vector2> getSliderCurve() => ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
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private List<Vector2> getSliderCurve() => ((PlaySliderBody)drawableSlider!.Body.Drawable).CurrentCurve;
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private Vector2 getSliderStart() => getSliderCurve().First();
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private Vector2 getSliderEnd() => getSliderCurve().Last();
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@ -25,9 +25,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")]
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public Bindable<bool> NoSliderHeadMovement { get; } = new BindableBool(true);
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[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
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public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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@ -71,7 +68,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (obj)
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{
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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@ -228,7 +228,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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SliderBody?.UpdateProgress(completionProgress);
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SliderBody?.UpdateProgress(HeadCircle.IsHit ? completionProgress : 0);
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foreach (DrawableHitObject hitObject in NestedHitObjects)
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{
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@ -317,7 +317,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Hit:
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if (SliderBody?.SnakingOut.Value == true)
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if (HeadCircle.IsHit && SliderBody?.SnakingOut.Value == true)
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Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
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break;
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}
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@ -3,11 +3,9 @@
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#nullable disable
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using System;
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using System.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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@ -24,12 +22,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
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/// <summary>
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/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
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/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
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/// </summary>
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public bool TrackFollowCircle = true;
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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@ -64,23 +56,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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CheckHittable = (d, t, r) => DrawableSlider.CheckHittable?.Invoke(d, t, r) ?? ClickAction.Hit;
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}
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protected override void Update()
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{
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base.Update();
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Debug.Assert(Slider != null);
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Debug.Assert(HitObject != null);
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if (TrackFollowCircle)
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{
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double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!IsHit)
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Position = Slider.CurvePositionAt(completionProgress);
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}
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}
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protected override HitResult ResultFor(double timeOffset)
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{
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Debug.Assert(HitObject != null);
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@ -46,22 +46,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Default
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BorderSize = skin.GetConfig<OsuSkinConfiguration, float>(OsuSkinConfiguration.SliderBorderSize)?.Value ?? 1;
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BorderColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderBorder)?.Value ?? Color4.White;
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drawableObject.HitObjectApplied += onHitObjectApplied;
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}
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private void onHitObjectApplied(DrawableHitObject obj)
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{
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var drawableSlider = (DrawableSlider)obj;
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if (drawableSlider.HitObject == null)
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return;
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// When not tracking the follow circle, unbind from the config and forcefully disable snaking out - it looks better that way.
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if (!drawableSlider.HeadCircle.TrackFollowCircle)
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{
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SnakingOut.UnbindFrom(configSnakingOut);
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SnakingOut.Value = false;
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}
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}
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protected virtual Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour) =>
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