1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 15:47:26 +08:00

Merge pull request #13535 from peppy/fix-hitcircle-approach-circle-early-hit

Fix approach circle fade not running early on an early user hit
This commit is contained in:
Dan Balasescu 2021-06-17 16:37:11 +09:00 committed by GitHub
commit a72151d4e1
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 43 additions and 19 deletions

View File

@ -21,20 +21,37 @@ namespace osu.Game.Rulesets.Osu.Tests
private int depthIndex;
[Test]
public void TestVariousHitCircles()
public void TestHits()
{
AddStep("Hit Big Single", () => SetContents(_ => testSingle(2, true)));
AddStep("Hit Medium Single", () => SetContents(_ => testSingle(5, true)));
AddStep("Hit Small Single", () => SetContents(_ => testSingle(7, true)));
AddStep("Hit Big Stream", () => SetContents(_ => testStream(2, true)));
AddStep("Hit Medium Stream", () => SetContents(_ => testStream(5, true)));
AddStep("Hit Small Stream", () => SetContents(_ => testStream(7, true)));
}
[Test]
public void TestHittingEarly()
{
AddStep("Hit stream early", () => SetContents(_ => testStream(5, true, -150)));
}
[Test]
public void TestMisses()
{
AddStep("Miss Big Single", () => SetContents(_ => testSingle(2)));
AddStep("Miss Medium Single", () => SetContents(_ => testSingle(5)));
AddStep("Miss Small Single", () => SetContents(_ => testSingle(7)));
AddStep("Hit Big Single", () => SetContents(_ => testSingle(2, true)));
AddStep("Hit Medium Single", () => SetContents(_ => testSingle(5, true)));
AddStep("Hit Small Single", () => SetContents(_ => testSingle(7, true)));
AddStep("Miss Big Stream", () => SetContents(_ => testStream(2)));
AddStep("Miss Medium Stream", () => SetContents(_ => testStream(5)));
AddStep("Miss Small Stream", () => SetContents(_ => testStream(7)));
AddStep("Hit Big Stream", () => SetContents(_ => testStream(2, true)));
AddStep("Hit Medium Stream", () => SetContents(_ => testStream(5, true)));
AddStep("Hit Small Stream", () => SetContents(_ => testStream(7, true)));
}
[Test]
public void TestHittingLate()
{
AddStep("Hit stream late", () => SetContents(_ => testStream(5, true, 150)));
}
private Drawable testSingle(float circleSize, bool auto = false, double timeOffset = 0, Vector2? positionOffset = null)
@ -46,7 +63,7 @@ namespace osu.Game.Rulesets.Osu.Tests
return playfield;
}
private Drawable testStream(float circleSize, bool auto = false)
private Drawable testStream(float circleSize, bool auto = false, double hitOffset = 0)
{
var playfield = new TestOsuPlayfield();
@ -54,14 +71,14 @@ namespace osu.Game.Rulesets.Osu.Tests
for (int i = 0; i <= 1000; i += 100)
{
playfield.Add(createSingle(circleSize, auto, i, pos));
playfield.Add(createSingle(circleSize, auto, i, pos, hitOffset));
pos.X += 50;
}
return playfield;
}
private TestDrawableHitCircle createSingle(float circleSize, bool auto, double timeOffset, Vector2? positionOffset)
private TestDrawableHitCircle createSingle(float circleSize, bool auto, double timeOffset, Vector2? positionOffset, double hitOffset = 0)
{
positionOffset ??= Vector2.Zero;
@ -73,14 +90,14 @@ namespace osu.Game.Rulesets.Osu.Tests
circle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { CircleSize = circleSize });
var drawable = CreateDrawableHitCircle(circle, auto);
var drawable = CreateDrawableHitCircle(circle, auto, hitOffset);
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDrawableHitObjects>())
mod.ApplyToDrawableHitObjects(new[] { drawable });
return drawable;
}
protected virtual TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto) => new TestDrawableHitCircle(circle, auto)
protected virtual TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0) => new TestDrawableHitCircle(circle, auto, hitOffset)
{
Depth = depthIndex++
};
@ -88,18 +105,20 @@ namespace osu.Game.Rulesets.Osu.Tests
protected class TestDrawableHitCircle : DrawableHitCircle
{
private readonly bool auto;
private readonly double hitOffset;
public TestDrawableHitCircle(HitCircle h, bool auto)
public TestDrawableHitCircle(HitCircle h, bool auto, double hitOffset)
: base(h)
{
this.auto = auto;
this.hitOffset = hitOffset;
}
public void TriggerJudgement() => UpdateResult(true);
public void TriggerJudgement() => Schedule(() => UpdateResult(true));
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (auto && !userTriggered && timeOffset > 0)
if (auto && !userTriggered && timeOffset > hitOffset && CheckHittable?.Invoke(this, Time.Current) != false)
{
// force success
ApplyResult(r => r.Type = HitResult.Great);

View File

@ -16,11 +16,11 @@ namespace osu.Game.Rulesets.Osu.Tests
Scheduler.AddDelayed(() => comboIndex.Value++, 250, true);
}
protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto)
protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0)
{
circle.ComboIndexBindable.BindTo(comboIndex);
circle.IndexInCurrentComboBindable.BindTo(comboIndex);
return base.CreateDrawableHitCircle(circle, auto);
return base.CreateDrawableHitCircle(circle, auto, hitOffset);
}
}
}

View File

@ -26,9 +26,9 @@ namespace osu.Game.Rulesets.Osu.Tests
return base.CreateBeatmapForSkinProvider();
}
protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto)
protected override TestDrawableHitCircle CreateDrawableHitCircle(HitCircle circle, bool auto, double hitOffset = 0)
{
var drawableHitObject = base.CreateDrawableHitCircle(circle, auto);
var drawableHitObject = base.CreateDrawableHitCircle(circle, auto, hitOffset);
Debug.Assert(drawableHitObject.HitObject.HitWindows != null);

View File

@ -172,6 +172,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
base.UpdateStartTimeStateTransforms();
// always fade out at the circle's start time (to match user expectations).
ApproachCircle.FadeOut(50);
}
@ -182,6 +183,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// todo: temporary / arbitrary, used for lifetime optimisation.
this.Delay(800).FadeOut();
// in the case of an early state change, the fade should be expedited to the current point in time.
if (HitStateUpdateTime < HitObject.StartTime)
ApproachCircle.FadeOut(50);
switch (state)
{
case ArmedState.Idle: