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Merge branch 'master' into editor-hitobject-movement

This commit is contained in:
Dean Herbert 2018-02-22 13:19:39 +09:00 committed by GitHub
commit b74cfffc6f
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11 changed files with 79 additions and 62 deletions

@ -1 +1 @@
Subproject commit 458ebc2d4626c74bb8059cd28b44eb7adba74fbb
Subproject commit f6fa5b80ed06f84c8fd25a2576eea8d51565785c

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@ -78,7 +78,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
bool isRepeatAtEnd = repeatPoint.RepeatIndex % 2 == 0;
List<Vector2> curve = drawableSlider.Body.CurrentCurve;
Position = isRepeatAtEnd ? end : start;
var positionOnCurve = isRepeatAtEnd ? end : start;
Position = positionOnCurve + drawableSlider.HitObject.StackOffset;
if (curve.Count < 2)
return;
@ -89,10 +90,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
{
if (curve[i] == Position)
if (curve[i] == positionOnCurve)
continue;
Rotation = MathHelper.RadiansToDegrees((float)Math.Atan2(curve[i].Y - Position.Y, curve[i].X - Position.X));
Rotation = MathHelper.RadiansToDegrees((float)Math.Atan2(curve[i].Y - positionOnCurve.Y, curve[i].X - positionOnCurve.X));
break;
}
}

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@ -7,10 +7,11 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Configuration;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
@ -66,7 +67,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
var drawableTick = new DrawableSliderTick(tick)
{
Position = tick.Position
Position = tick.StackedPosition
};
ticks.Add(drawableTick);
@ -78,7 +79,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
{
Position = repeatPoint.Position
Position = repeatPoint.StackedPosition
};
repeatPoints.Add(drawableRepeatPoint);
@ -87,7 +88,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
}
private int currentSpan;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
config.BindWith(OsuSetting.SnakingInSliders, Body.SnakingIn);
config.BindWith(OsuSetting.SnakingOutSliders, Body.SnakingOut);
}
public bool Tracking;
protected override void Update()
@ -96,19 +103,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
Tracking = Ball.Tracking;
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
int span = slider.SpanAt(progress);
progress = slider.ProgressAt(progress);
if (span > currentSpan)
currentSpan = span;
double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (!HeadCircle.IsHit)
HeadCircle.Position = slider.Curve.PositionAt(progress);
HeadCircle.Position = slider.StackedPositionAt(completionProgress);
foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, span);
foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(completionProgress);
foreach (var c in components.OfType<ITrackSnaking>()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0));
foreach (var t in components.OfType<IRequireTracking>()) t.Tracking = Ball.Tracking;
}

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@ -139,9 +139,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
}
}
public void UpdateProgress(double progress, int span)
public void UpdateProgress(double completionProgress)
{
Position = slider.Curve.PositionAt(progress);
Position = slider.StackedPositionAt(completionProgress);
}
}
}

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@ -10,7 +10,6 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.OpenGL.Textures;
using osu.Framework.Graphics.Lines;
using osu.Framework.Graphics.Textures;
using osu.Game.Configuration;
using OpenTK;
using OpenTK.Graphics.ES30;
using OpenTK.Graphics;
@ -30,6 +29,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
set { path.PathWidth = value; }
}
public readonly Bindable<bool> SnakingIn = new Bindable<bool>();
public readonly Bindable<bool> SnakingOut = new Bindable<bool>();
public double? SnakedStart { get; private set; }
public double? SnakedEnd { get; private set; }
@ -46,8 +48,26 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
return;
accentColour = value;
if (LoadState == LoadState.Ready)
Schedule(reloadTexture);
if (LoadState >= LoadState.Ready)
reloadTexture();
}
}
private Color4 borderColour = Color4.White;
/// <summary>
/// Used to colour the path border.
/// </summary>
public new Color4 BorderColour
{
get { return borderColour; }
set
{
if (borderColour == value)
return;
borderColour = value;
if (LoadState >= LoadState.Ready)
reloadTexture();
}
}
@ -97,15 +117,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
}
}
private Bindable<bool> snakingIn;
private Bindable<bool> snakingOut;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
private void load()
{
snakingIn = config.GetBindable<bool>(OsuSetting.SnakingInSliders);
snakingOut = config.GetBindable<bool>(OsuSetting.SnakingOutSliders);
reloadTexture();
}
@ -130,10 +144,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
if (progress <= border_portion)
{
bytes[i * 4] = 255;
bytes[i * 4 + 1] = 255;
bytes[i * 4 + 2] = 255;
bytes[i * 4 + 3] = (byte)(Math.Min(progress / aa_portion, 1) * 255);
bytes[i * 4] = (byte)(BorderColour.R * 255);
bytes[i * 4 + 1] = (byte)(BorderColour.G * 255);
bytes[i * 4 + 2] = (byte)(BorderColour.B * 255);
bytes[i * 4 + 3] = (byte)(Math.Min(progress / aa_portion, 1) * (BorderColour.A * 255));
}
else
{
@ -167,21 +181,24 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
return true;
}
public void UpdateProgress(double progress, int span)
public void UpdateProgress(double completionProgress)
{
var span = slider.SpanAt(completionProgress);
var spanProgress = slider.ProgressAt(completionProgress);
double start = 0;
double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
double end = SnakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
if (span >= slider.SpanCount() - 1)
{
if (Math.Min(span, slider.SpanCount() - 1) % 2 == 1)
{
start = 0;
end = snakingOut ? progress : 1;
end = SnakingOut ? spanProgress : 1;
}
else
{
start = snakingOut ? progress : 0;
start = SnakingOut ? spanProgress : 0;
}
}

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@ -5,6 +5,10 @@ namespace osu.Game.Rulesets.Osu.Objects
{
public interface ISliderProgress
{
void UpdateProgress(double progress, int span);
/// <summary>
/// Updates the progress of this <see cref="ISliderProgress"/> element along the slider.
/// </summary>
/// <param name="completionProgress">Amount of the slider completed.</param>
void UpdateProgress(double completionProgress);
}
}

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@ -66,18 +66,6 @@ namespace osu.Game.Rulesets.Osu.Objects
/// </summary>
public double SpanDuration => Duration / this.SpanCount();
private int stackHeight;
public override int StackHeight
{
get { return stackHeight; }
set
{
stackHeight = value;
Curve.Offset = StackOffset;
}
}
public double Velocity;
public double TickDistance;

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@ -315,11 +315,11 @@ namespace osu.Game.Rulesets.Osu.Replays
for (double j = FrameDelay; j < s.Duration; j += FrameDelay)
{
Vector2 pos = s.PositionAt(j / s.Duration);
Vector2 pos = s.StackedPositionAt(j / s.Duration);
AddFrameToReplay(new ReplayFrame(h.StartTime + j, pos.X, pos.Y, button));
}
AddFrameToReplay(new ReplayFrame(s.EndTime, s.EndPosition.X, s.EndPosition.Y, button));
AddFrameToReplay(new ReplayFrame(s.EndTime, s.StackedEndPosition.X, s.StackedEndPosition.Y, button));
}
// We only want to let go of our button if we are at the end of the current replay. Otherwise something is still going on after us so we need to keep the button pressed!

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@ -88,10 +88,15 @@ namespace osu.Game.Rulesets.Osu.Tests
AddStep("Catmull Slider", () => testCatmull());
AddStep("Catmull Slider 1 Repeat", () => testCatmull(1));
AddStep("Catmull Slider 2 Repeats", () => testCatmull(2));
AddStep("Big Single, Large StackOffset", () => testSimpleBigLargeStackOffset());
AddStep("Big 1 Repeat, Large StackOffset", () => testSimpleBigLargeStackOffset(1));
}
private void testSimpleBig(int repeats = 0) => createSlider(2, repeats: repeats);
private void testSimpleBigLargeStackOffset(int repeats = 0) => createSlider(2, repeats: repeats, stackHeight: 10);
private void testSimpleMedium(int repeats = 0) => createSlider(5, repeats: repeats);
private void testSimpleSmall(int repeats = 0) => createSlider(7, repeats: repeats);
@ -104,7 +109,7 @@ namespace osu.Game.Rulesets.Osu.Tests
private void testShortHighSpeed(int repeats = 0) => createSlider(distance: 100, repeats: repeats, speedMultiplier: 15);
private void createSlider(float circleSize = 2, float distance = 400, int repeats = 0, double speedMultiplier = 2)
private void createSlider(float circleSize = 2, float distance = 400, int repeats = 0, double speedMultiplier = 2, int stackHeight = 0)
{
var slider = new Slider
{
@ -118,7 +123,8 @@ namespace osu.Game.Rulesets.Osu.Tests
},
Distance = distance,
RepeatCount = repeats,
RepeatSamples = createEmptySamples(repeats)
RepeatSamples = createEmptySamples(repeats),
StackHeight = stackHeight
};
addSlider(slider, circleSize, speedMultiplier);

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@ -60,7 +60,9 @@ namespace osu.Game.Tests.Visual
AddStep("Load Beatmaps", () => { carousel.BeatmapSets = beatmapSets; });
AddUntilStep(() => carousel.BeatmapSets.Any(), "Wait for load");
bool changed = false;
carousel.BeatmapSetsChanged = () => changed = true;
AddUntilStep(() => changed, "Wait for load");
testTraversal();
testFiltering();

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@ -30,21 +30,19 @@ namespace osu.Game.Rulesets.Objects.Types
public static class HasCurveExtensions
{
/// <summary>
/// Computes the position on the curve at a given progress, accounting for repeat logic.
/// <para>
/// Ranges from [0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.
/// </para>
/// Computes the position on the curve relative to how much of the <see cref="HitObject"/> has been completed.
/// </summary>
/// <param name="obj">The curve.</param>
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
/// <param name="progress">[0, 1] where 0 is the start time of the <see cref="HitObject"/> and 1 is the end time of the <see cref="HitObject"/>.</param>
/// <returns>The position on the curve.</returns>
public static Vector2 PositionAt(this IHasCurve obj, double progress)
=> obj.Curve.PositionAt(obj.ProgressAt(progress));
/// <summary>
/// Finds the progress along the curve, accounting for repeat logic.
/// Computes the progress along the curve relative to how much of the <see cref="HitObject"/> has been completed.
/// </summary>
/// <param name="obj">The curve.</param>
/// <param name="progress">[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</param>
/// <param name="progress">[0, 1] where 0 is the start time of the <see cref="HitObject"/> and 1 is the end time of the <see cref="HitObject"/>.</param>
/// <returns>[0, 1] where 0 is the beginning of the curve and 1 is the end of the curve.</returns>
public static double ProgressAt(this IHasCurve obj, double progress)
{