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mirror of https://github.com/ppy/osu.git synced 2025-01-12 15:22:55 +08:00

Merge branch 'master' into remove-skin-sample-workarounds

This commit is contained in:
Dean Herbert 2021-03-23 14:51:14 +09:00
commit a5842a5485
5 changed files with 27 additions and 23 deletions

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@ -1,20 +0,0 @@
<component name="ProjectRunConfigurationManager">
<configuration default="false" name="osu! (legacy osuTK)" type="DotNetProject" factoryName=".NET Project" folderName="osu!" activateToolWindowBeforeRun="false">
<option name="EXE_PATH" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/net5.0/osu!.dll" />
<option name="PROGRAM_PARAMETERS" value="--tk" />
<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/net5.0" />
<option name="PASS_PARENT_ENVS" value="1" />
<option name="USE_EXTERNAL_CONSOLE" value="0" />
<option name="USE_MONO" value="0" />
<option name="RUNTIME_ARGUMENTS" value="" />
<option name="PROJECT_PATH" value="$PROJECT_DIR$/osu.Desktop/osu.Desktop.csproj" />
<option name="PROJECT_EXE_PATH_TRACKING" value="1" />
<option name="PROJECT_ARGUMENTS_TRACKING" value="1" />
<option name="PROJECT_WORKING_DIRECTORY_TRACKING" value="1" />
<option name="PROJECT_KIND" value="DotNetCore" />
<option name="PROJECT_TFM" value="net5.0" />
<method v="2">
<option name="Build" />
</method>
</configuration>
</component>

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@ -5,11 +5,13 @@ using System.Collections.Generic;
using System.Linq;
using NUnit.Framework;
using osu.Framework.Screens;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Replays;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Scoring;
using osu.Game.Rulesets.Objects;
@ -345,6 +347,14 @@ namespace osu.Game.Rulesets.Mania.Tests
AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
AddAssert("head is visible",
() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
.Single(note => note.HitObject == beatmap.HitObjects[0])
.Head
.Alpha == 1);
AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
}
@ -352,6 +362,8 @@ namespace osu.Game.Rulesets.Mania.Tests
{
public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
protected override bool PauseOnFocusLost => false;
public ScoreAccessibleReplayPlayer(Score score)

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@ -1,6 +1,8 @@
// 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.
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
/// <summary>
@ -25,6 +27,14 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
LifetimeEnd = LifetimeStart + 30000;
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
// suppress the base call explicitly.
// the hold note head should never change its visual state on its own due to the "freezing" mechanic
// (when hit, it remains visible in place at the judgement line; when dropped, it will scroll past the line).
// it will be hidden along with its parenting hold note when required.
}
public override bool OnPressed(ManiaAction action) => false; // Handled by the hold note
public override void OnReleased(ManiaAction action)

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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
{
public class LegacyHitExplosion : LegacyManiaColumnElement, IHitExplosion
{
public const double FADE_IN_DURATION = 80;
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
private Drawable explosion;
@ -72,7 +74,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
(explosion as IFramedAnimation)?.GotoFrame(0);
explosion?.FadeInFromZero(80)
explosion?.FadeInFromZero(FADE_IN_DURATION)
.Then().FadeOut(120);
}
}

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@ -101,8 +101,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
{
if (action == column.Action.Value)
{
upSprite.FadeTo(1);
downSprite.FadeTo(0);
upSprite.Delay(LegacyHitExplosion.FADE_IN_DURATION).FadeTo(1);
downSprite.Delay(LegacyHitExplosion.FADE_IN_DURATION).FadeTo(0);
}
}
}