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Merge branch 'master' into remove-skin-sample-workarounds
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commit
a5842a5485
@ -1,20 +0,0 @@
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<component name="ProjectRunConfigurationManager">
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<configuration default="false" name="osu! (legacy osuTK)" type="DotNetProject" factoryName=".NET Project" folderName="osu!" activateToolWindowBeforeRun="false">
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<option name="EXE_PATH" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/net5.0/osu!.dll" />
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<option name="PROGRAM_PARAMETERS" value="--tk" />
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<option name="WORKING_DIRECTORY" value="$PROJECT_DIR$/osu.Desktop/bin/Debug/net5.0" />
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<option name="PASS_PARENT_ENVS" value="1" />
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<option name="USE_EXTERNAL_CONSOLE" value="0" />
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<option name="USE_MONO" value="0" />
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<option name="RUNTIME_ARGUMENTS" value="" />
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<option name="PROJECT_PATH" value="$PROJECT_DIR$/osu.Desktop/osu.Desktop.csproj" />
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<option name="PROJECT_EXE_PATH_TRACKING" value="1" />
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<option name="PROJECT_ARGUMENTS_TRACKING" value="1" />
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<option name="PROJECT_WORKING_DIRECTORY_TRACKING" value="1" />
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<option name="PROJECT_KIND" value="DotNetCore" />
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<option name="PROJECT_TFM" value="net5.0" />
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<method v="2">
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<option name="Build" />
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</method>
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</configuration>
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</component>
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@ -5,11 +5,13 @@ using System.Collections.Generic;
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using System.Linq;
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using NUnit.Framework;
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using osu.Framework.Screens;
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using osu.Framework.Testing;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Objects;
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@ -345,6 +347,14 @@ namespace osu.Game.Rulesets.Mania.Tests
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AddUntilStep("Beatmap at 0", () => Beatmap.Value.Track.CurrentTime == 0);
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AddUntilStep("Wait until player is loaded", () => currentPlayer.IsCurrentScreen());
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AddUntilStep("wait for head", () => currentPlayer.GameplayClockContainer.GameplayClock.CurrentTime >= time_head);
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AddAssert("head is visible",
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() => currentPlayer.ChildrenOfType<DrawableHoldNote>()
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.Single(note => note.HitObject == beatmap.HitObjects[0])
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.Head
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.Alpha == 1);
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AddUntilStep("Wait for completion", () => currentPlayer.ScoreProcessor.HasCompleted.Value);
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}
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@ -352,6 +362,8 @@ namespace osu.Game.Rulesets.Mania.Tests
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{
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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public new GameplayClockContainer GameplayClockContainer => base.GameplayClockContainer;
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protected override bool PauseOnFocusLost => false;
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public ScoreAccessibleReplayPlayer(Score score)
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@ -1,6 +1,8 @@
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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 osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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/// <summary>
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@ -25,6 +27,14 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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LifetimeEnd = LifetimeStart + 30000;
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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// suppress the base call explicitly.
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// the hold note head should never change its visual state on its own due to the "freezing" mechanic
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// (when hit, it remains visible in place at the judgement line; when dropped, it will scroll past the line).
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// it will be hidden along with its parenting hold note when required.
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}
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public override bool OnPressed(ManiaAction action) => false; // Handled by the hold note
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public override void OnReleased(ManiaAction action)
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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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{
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public class LegacyHitExplosion : LegacyManiaColumnElement, IHitExplosion
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{
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public const double FADE_IN_DURATION = 80;
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private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private Drawable explosion;
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@ -72,7 +74,7 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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(explosion as IFramedAnimation)?.GotoFrame(0);
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explosion?.FadeInFromZero(80)
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explosion?.FadeInFromZero(FADE_IN_DURATION)
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.Then().FadeOut(120);
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}
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}
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@ -101,8 +101,8 @@ namespace osu.Game.Rulesets.Mania.Skinning.Legacy
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{
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if (action == column.Action.Value)
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{
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upSprite.FadeTo(1);
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downSprite.FadeTo(0);
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upSprite.Delay(LegacyHitExplosion.FADE_IN_DURATION).FadeTo(1);
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downSprite.Delay(LegacyHitExplosion.FADE_IN_DURATION).FadeTo(0);
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}
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}
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}
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