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Merge branch 'master' of github.com:ppy/osu into fix-multi-segment-sliders
# Conflicts: # osu.Game.Mode.Osu/Objects/Slider.cs
This commit is contained in:
commit
e2f279bda4
148
osu.Game.Mode.Osu/Objects/BezierApproximator.cs
Normal file
148
osu.Game.Mode.Osu/Objects/BezierApproximator.cs
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@ -0,0 +1,148 @@
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using System.Collections.Generic;
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using OpenTK;
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namespace osu.Game.Modes.Osu.Objects
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{
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public class BezierApproximator
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{
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private int count;
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private List<Vector2> controlPoints;
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private Vector2[] subdivisionBuffer1;
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private Vector2[] subdivisionBuffer2;
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private const float TOLERANCE = 0.5f;
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private const float TOLERANCE_SQ = TOLERANCE * TOLERANCE;
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public BezierApproximator(List<Vector2> controlPoints)
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{
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this.controlPoints = controlPoints;
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count = controlPoints.Count;
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subdivisionBuffer1 = new Vector2[count];
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subdivisionBuffer2 = new Vector2[count * 2 - 1];
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}
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/// <summary>
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/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
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/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
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/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
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/// need to have a denser approximation to be more "flat".
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/// </summary>
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/// <param name="controlPoints">The control points to check for flatness.</param>
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/// <returns>Whether the control points are flat enough.</returns>
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private static bool IsFlatEnough(Vector2[] controlPoints)
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{
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for (int i = 1; i < controlPoints.Length - 1; i++)
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if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > TOLERANCE_SQ)
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return false;
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return true;
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}
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/// <summary>
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/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
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/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
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/// the original curve into 2 curves which result in the original curve when pieced back together.
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/// </summary>
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/// <param name="controlPoints">The control points to split.</param>
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/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
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/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
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private void Subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
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{
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Vector2[] midpoints = subdivisionBuffer1;
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for (int i = 0; i < count; ++i)
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midpoints[i] = controlPoints[i];
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for (int i = 0; i < count; i++)
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{
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l[i] = midpoints[0];
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r[count - i - 1] = midpoints[count - i - 1];
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for (int j = 0; j < count - i - 1; j++)
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midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
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}
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}
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/// <summary>
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/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
|
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/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
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/// </summary>
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/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
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/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
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private void Approximate(Vector2[] controlPoints, List<Vector2> output)
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{
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Vector2[] l = subdivisionBuffer2;
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Vector2[] r = subdivisionBuffer1;
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Subdivide(controlPoints, l, r);
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for (int i = 0; i < count - 1; ++i)
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l[count + i] = r[i + 1];
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output.Add(controlPoints[0]);
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for (int i = 1; i < count - 1; ++i)
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{
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int index = 2 * i;
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Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
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output.Add(p);
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}
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}
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|
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/// <summary>
|
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|
/// Creates a piecewise-linear approximation of a bezier curve, by adaptively repeatedly subdividing
|
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|
/// the control points until their approximation error vanishes below a given threshold.
|
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|
/// </summary>
|
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/// <param name="controlPoints">The control points describing the curve.</param>
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/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
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public List<Vector2> CreateBezier()
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{
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List<Vector2> output = new List<Vector2>();
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if (count == 0)
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return output;
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|
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Stack<Vector2[]> toFlatten = new Stack<Vector2[]>();
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Stack<Vector2[]> freeBuffers = new Stack<Vector2[]>();
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|
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// "toFlatten" contains all the curves which are not yet approximated well enough.
|
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// We use a stack to emulate recursion without the risk of running into a stack overflow.
|
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// (More specifically, we iteratively and adaptively refine our curve with a
|
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// <a href="https://en.wikipedia.org/wiki/Depth-first_search">Depth-first search</a>
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// over the tree resulting from the subdivisions we make.)
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toFlatten.Push(controlPoints.ToArray());
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Vector2[] leftChild = subdivisionBuffer2;
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while (toFlatten.Count > 0)
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{
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Vector2[] parent = toFlatten.Pop();
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if (IsFlatEnough(parent))
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{
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// If the control points we currently operate on are sufficiently "flat", we use
|
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|
// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
|
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// of the bezier curve represented by our control points, consisting of the same amount
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// of points as there are control points.
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Approximate(parent, output);
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freeBuffers.Push(parent);
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continue;
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}
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// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
|
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|
// subdividing the curve we are currently operating on.
|
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Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
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Subdivide(parent, leftChild, rightChild);
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// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
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for (int i = 0; i < count; ++i)
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parent[i] = leftChild[i];
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toFlatten.Push(rightChild);
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toFlatten.Push(parent);
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}
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output.Add(controlPoints[count - 1]);
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return output;
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}
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}
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}
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@ -74,7 +74,5 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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Hit100,
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Hit100,
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[Description(@"300")]
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[Description(@"300")]
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Hit300,
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Hit300,
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[Description(@"500")]
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Hit500
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}
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}
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}
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}
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@ -75,12 +75,24 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
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ball.Position = slider.Curve.PositionAt(t);
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ball.Position = slider.Curve.PositionAt(t);
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}
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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var j = Judgement as OsuJudgementInfo;
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var sc = startCircle.Judgement as OsuJudgementInfo;
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if (!userTriggered && Time.Current >= HitObject.EndTime)
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{
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j.Score = sc.Score;
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j.Result = sc.Result;
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}
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}
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protected override void UpdateState(ArmedState state)
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protected override void UpdateState(ArmedState state)
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{
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{
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base.UpdateState(state);
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base.UpdateState(state);
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Delay(HitObject.Duration);
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Delay(HitObject.Duration);
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FadeOut(100);
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FadeOut(300);
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}
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}
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private class Ball : Container
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private class Ball : Container
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@ -1,9 +1,7 @@
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Database;
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using osu.Game.Database;
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using OpenTK;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps;
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using System;
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using System;
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@ -25,211 +23,6 @@ namespace osu.Game.Modes.Osu.Objects
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public SliderCurve Curve;
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public SliderCurve Curve;
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}
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}
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public class SliderCurve
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{
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public double Length;
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public List<Vector2> Path;
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public CurveTypes CurveType;
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private List<Vector2> calculatedPath;
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private void calculateSubpath(List<Vector2> subpath)
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{
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// If we already constructed a subpath previously, then the new subpath
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// will have as starting position the end position of the previous subpath.
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// Hence we can and should remove the previous endpoint to avoid a segment
|
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// with 0 length.
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if (calculatedPath.Count > 0)
|
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calculatedPath.RemoveAt(calculatedPath.Count - 1);
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|
|
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switch (CurveType)
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{
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case CurveTypes.Linear:
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calculatedPath.AddRange(subpath);
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break;
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default:
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var bezier = new BezierApproximator(subpath);
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calculatedPath.AddRange(bezier.CreateBezier());
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break;
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}
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}
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public void Calculate()
|
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{
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calculatedPath = new List<Vector2>();
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List<Vector2> subpath = new List<Vector2>();
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for (int i = 0; i < Path.Count; ++i)
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{
|
|
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subpath.Add(Path[i]);
|
|
||||||
if (i == Path.Count-1 || Path[i] == Path[i+1])
|
|
||||||
{
|
|
||||||
calculateSubpath(subpath);
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|
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subpath.Clear();
|
|
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}
|
|
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}
|
|
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}
|
|
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|
|
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public Vector2 PositionAt(double progress)
|
|
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{
|
|
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progress = MathHelper.Clamp(progress, 0, 1);
|
|
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|
|
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double index = progress * (calculatedPath.Count - 1);
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|
||||||
int flooredIndex = (int)index;
|
|
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|
|
||||||
Vector2 pos = calculatedPath[flooredIndex];
|
|
||||||
if (index != flooredIndex)
|
|
||||||
pos += (calculatedPath[flooredIndex + 1] - pos) * (float)(index - flooredIndex);
|
|
||||||
|
|
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return pos;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public class BezierApproximator
|
|
||||||
{
|
|
||||||
private int count;
|
|
||||||
private List<Vector2> controlPoints;
|
|
||||||
private Vector2[] subdivisionBuffer1;
|
|
||||||
private Vector2[] subdivisionBuffer2;
|
|
||||||
|
|
||||||
private const float TOLERANCE = 0.5f;
|
|
||||||
private const float TOLERANCE_SQ = TOLERANCE * TOLERANCE;
|
|
||||||
|
|
||||||
public BezierApproximator(List<Vector2> controlPoints)
|
|
||||||
{
|
|
||||||
this.controlPoints = controlPoints;
|
|
||||||
count = controlPoints.Count;
|
|
||||||
|
|
||||||
subdivisionBuffer1 = new Vector2[count];
|
|
||||||
subdivisionBuffer2 = new Vector2[count * 2 - 1];
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Make sure the 2nd order derivative (approximated using finite elements) is within tolerable bounds.
|
|
||||||
/// NOTE: The 2nd order derivative of a 2d curve represents its curvature, so intuitively this function
|
|
||||||
/// checks (as the name suggests) whether our approximation is _locally_ "flat". More curvy parts
|
|
||||||
/// need to have a denser approximation to be more "flat".
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="controlPoints">The control points to check for flatness.</param>
|
|
||||||
/// <returns>Whether the control points are flat enough.</returns>
|
|
||||||
private static bool IsFlatEnough(Vector2[] controlPoints)
|
|
||||||
{
|
|
||||||
for (int i = 1; i < controlPoints.Length - 1; i++)
|
|
||||||
if ((controlPoints[i - 1] - 2 * controlPoints[i] + controlPoints[i + 1]).LengthSquared > TOLERANCE_SQ)
|
|
||||||
return false;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Subdivides n control points representing a bezier curve into 2 sets of n control points, each
|
|
||||||
/// describing a bezier curve equivalent to a half of the original curve. Effectively this splits
|
|
||||||
/// the original curve into 2 curves which result in the original curve when pieced back together.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="controlPoints">The control points to split.</param>
|
|
||||||
/// <param name="l">Output: The control points corresponding to the left half of the curve.</param>
|
|
||||||
/// <param name="r">Output: The control points corresponding to the right half of the curve.</param>
|
|
||||||
private void Subdivide(Vector2[] controlPoints, Vector2[] l, Vector2[] r)
|
|
||||||
{
|
|
||||||
Vector2[] midpoints = subdivisionBuffer1;
|
|
||||||
|
|
||||||
for (int i = 0; i < count; ++i)
|
|
||||||
midpoints[i] = controlPoints[i];
|
|
||||||
|
|
||||||
for (int i = 0; i < count; i++)
|
|
||||||
{
|
|
||||||
l[i] = midpoints[0];
|
|
||||||
r[count - i - 1] = midpoints[count - i - 1];
|
|
||||||
|
|
||||||
for (int j = 0; j < count - i - 1; j++)
|
|
||||||
midpoints[j] = (midpoints[j] + midpoints[j + 1]) / 2;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// This uses <a href="https://en.wikipedia.org/wiki/De_Casteljau%27s_algorithm">De Casteljau's algorithm</a> to obtain an optimal
|
|
||||||
/// piecewise-linear approximation of the bezier curve with the same amount of points as there are control points.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="controlPoints">The control points describing the bezier curve to be approximated.</param>
|
|
||||||
/// <param name="output">The points representing the resulting piecewise-linear approximation.</param>
|
|
||||||
private void Approximate(Vector2[] controlPoints, List<Vector2> output)
|
|
||||||
{
|
|
||||||
Vector2[] l = subdivisionBuffer2;
|
|
||||||
Vector2[] r = subdivisionBuffer1;
|
|
||||||
|
|
||||||
Subdivide(controlPoints, l, r);
|
|
||||||
|
|
||||||
for (int i = 0; i < count - 1; ++i)
|
|
||||||
l[count + i] = r[i + 1];
|
|
||||||
|
|
||||||
output.Add(controlPoints[0]);
|
|
||||||
for (int i = 1; i < count - 1; ++i)
|
|
||||||
{
|
|
||||||
int index = 2 * i;
|
|
||||||
Vector2 p = 0.25f * (l[index - 1] + 2 * l[index] + l[index + 1]);
|
|
||||||
output.Add(p);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Creates a piecewise-linear approximation of a bezier curve, by adaptively repeatedly subdividing
|
|
||||||
/// the control points until their approximation error vanishes below a given threshold.
|
|
||||||
/// </summary>
|
|
||||||
/// <param name="controlPoints">The control points describing the curve.</param>
|
|
||||||
/// <returns>A list of vectors representing the piecewise-linear approximation.</returns>
|
|
||||||
public List<Vector2> CreateBezier()
|
|
||||||
{
|
|
||||||
List<Vector2> output = new List<Vector2>();
|
|
||||||
|
|
||||||
if (count == 0)
|
|
||||||
return output;
|
|
||||||
|
|
||||||
Stack<Vector2[]> toFlatten = new Stack<Vector2[]>();
|
|
||||||
Stack<Vector2[]> freeBuffers = new Stack<Vector2[]>();
|
|
||||||
|
|
||||||
// "toFlatten" contains all the curves which are not yet approximated well enough.
|
|
||||||
// We use a stack to emulate recursion without the risk of running into a stack overflow.
|
|
||||||
// (More specifically, we iteratively and adaptively refine our curve with a
|
|
||||||
// <a href="https://en.wikipedia.org/wiki/Depth-first_search">Depth-first search</a>
|
|
||||||
// over the tree resulting from the subdivisions we make.)
|
|
||||||
toFlatten.Push(controlPoints.ToArray());
|
|
||||||
|
|
||||||
Vector2[] leftChild = subdivisionBuffer2;
|
|
||||||
|
|
||||||
while (toFlatten.Count > 0)
|
|
||||||
{
|
|
||||||
Vector2[] parent = toFlatten.Pop();
|
|
||||||
if (IsFlatEnough(parent))
|
|
||||||
{
|
|
||||||
// If the control points we currently operate on are sufficiently "flat", we use
|
|
||||||
// an extension to De Casteljau's algorithm to obtain a piecewise-linear approximation
|
|
||||||
// of the bezier curve represented by our control points, consisting of the same amount
|
|
||||||
// of points as there are control points.
|
|
||||||
Approximate(parent, output);
|
|
||||||
freeBuffers.Push(parent);
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
// If we do not yet have a sufficiently "flat" (in other words, detailed) approximation we keep
|
|
||||||
// subdividing the curve we are currently operating on.
|
|
||||||
Vector2[] rightChild = freeBuffers.Count > 0 ? freeBuffers.Pop() : new Vector2[count];
|
|
||||||
Subdivide(parent, leftChild, rightChild);
|
|
||||||
|
|
||||||
// We re-use the buffer of the parent for one of the children, so that we save one allocation per iteration.
|
|
||||||
for (int i = 0; i < count; ++i)
|
|
||||||
parent[i] = leftChild[i];
|
|
||||||
|
|
||||||
toFlatten.Push(rightChild);
|
|
||||||
toFlatten.Push(parent);
|
|
||||||
}
|
|
||||||
|
|
||||||
output.Add(controlPoints[count - 1]);
|
|
||||||
return output;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum CurveTypes
|
public enum CurveTypes
|
||||||
{
|
{
|
||||||
Catmull,
|
Catmull,
|
||||||
|
67
osu.Game.Mode.Osu/Objects/SliderCurve.cs
Normal file
67
osu.Game.Mode.Osu/Objects/SliderCurve.cs
Normal file
@ -0,0 +1,67 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using OpenTK;
|
||||||
|
|
||||||
|
namespace osu.Game.Modes.Osu.Objects
|
||||||
|
{
|
||||||
|
public class SliderCurve
|
||||||
|
{
|
||||||
|
public double Length;
|
||||||
|
|
||||||
|
public List<Vector2> Path;
|
||||||
|
|
||||||
|
public CurveTypes CurveType;
|
||||||
|
|
||||||
|
private List<Vector2> calculatedPath;
|
||||||
|
|
||||||
|
private List<Vector2> calculateSubpath(List<Vector2> subpath)
|
||||||
|
{
|
||||||
|
switch (CurveType)
|
||||||
|
{
|
||||||
|
case CurveTypes.Linear:
|
||||||
|
return subpath;
|
||||||
|
default:
|
||||||
|
return new BezierApproximator(subpath).CreateBezier();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Calculate()
|
||||||
|
{
|
||||||
|
calculatedPath = new List<Vector2>();
|
||||||
|
|
||||||
|
// Sliders may consist of various subpaths separated by two consecutive vertices
|
||||||
|
// with the same position. The following loop parses these subpaths and computes
|
||||||
|
// their shape independently, consecutively appending them to calculatedPath.
|
||||||
|
List<Vector2> subpath = new List<Vector2>();
|
||||||
|
for (int i = 0; i < Path.Count; ++i)
|
||||||
|
{
|
||||||
|
subpath.Add(Path[i]);
|
||||||
|
if (i == Path.Count - 1 || Path[i] == Path[i + 1])
|
||||||
|
{
|
||||||
|
// If we already constructed a subpath previously, then the new subpath
|
||||||
|
// will have as starting position the end position of the previous subpath.
|
||||||
|
// Hence we can and should remove the previous endpoint to avoid a segment
|
||||||
|
// with 0 length.
|
||||||
|
if (calculatedPath.Count > 0)
|
||||||
|
calculatedPath.RemoveAt(calculatedPath.Count - 1);
|
||||||
|
|
||||||
|
calculatedPath.AddRange(calculateSubpath(subpath));
|
||||||
|
subpath.Clear();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public Vector2 PositionAt(double progress)
|
||||||
|
{
|
||||||
|
progress = MathHelper.Clamp(progress, 0, 1);
|
||||||
|
|
||||||
|
double index = progress * (calculatedPath.Count - 1);
|
||||||
|
int flooredIndex = (int)index;
|
||||||
|
|
||||||
|
Vector2 pos = calculatedPath[flooredIndex];
|
||||||
|
if (index != flooredIndex)
|
||||||
|
pos += (calculatedPath[flooredIndex + 1] - pos) * (float)(index - flooredIndex);
|
||||||
|
|
||||||
|
return pos;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -17,6 +17,8 @@ namespace osu.Game.Modes.Osu
|
|||||||
|
|
||||||
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
||||||
|
|
||||||
|
public override ScoreProcessor CreateScoreProcessor() => new OsuScoreProcessor();
|
||||||
|
|
||||||
protected override PlayMode PlayMode => PlayMode.Osu;
|
protected override PlayMode PlayMode => PlayMode.Osu;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
12
osu.Game.Mode.Osu/OsuScore.cs
Normal file
12
osu.Game.Mode.Osu/OsuScore.cs
Normal file
@ -0,0 +1,12 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace osu.Game.Modes.Osu
|
||||||
|
{
|
||||||
|
class OsuScore : Score
|
||||||
|
{
|
||||||
|
}
|
||||||
|
}
|
57
osu.Game.Mode.Osu/OsuScoreProcessor.cs
Normal file
57
osu.Game.Mode.Osu/OsuScoreProcessor.cs
Normal file
@ -0,0 +1,57 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using osu.Game.Modes.Objects.Drawables;
|
||||||
|
using osu.Game.Modes.Osu.Objects.Drawables;
|
||||||
|
|
||||||
|
namespace osu.Game.Modes.Osu
|
||||||
|
{
|
||||||
|
class OsuScoreProcessor : ScoreProcessor
|
||||||
|
{
|
||||||
|
protected override void UpdateCalculations(JudgementInfo judgement)
|
||||||
|
{
|
||||||
|
if (judgement != null)
|
||||||
|
{
|
||||||
|
switch (judgement.Result)
|
||||||
|
{
|
||||||
|
case HitResult.Hit:
|
||||||
|
Combo.Value++;
|
||||||
|
break;
|
||||||
|
case HitResult.Miss:
|
||||||
|
Combo.Value = 0;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
int score = 0;
|
||||||
|
int maxScore = 0;
|
||||||
|
|
||||||
|
foreach (OsuJudgementInfo j in Judgements)
|
||||||
|
{
|
||||||
|
switch (j.Score)
|
||||||
|
{
|
||||||
|
case OsuScoreResult.Miss:
|
||||||
|
maxScore += 300;
|
||||||
|
break;
|
||||||
|
case OsuScoreResult.Hit50:
|
||||||
|
score += 50;
|
||||||
|
maxScore += 300;
|
||||||
|
break;
|
||||||
|
case OsuScoreResult.Hit100:
|
||||||
|
score += 100;
|
||||||
|
maxScore += 300;
|
||||||
|
break;
|
||||||
|
case OsuScoreResult.Hit300:
|
||||||
|
score += 300;
|
||||||
|
maxScore += 300;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
TotalScore.Value = score;
|
||||||
|
Accuracy.Value = (double)score / maxScore;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -41,6 +41,7 @@
|
|||||||
<Reference Include="System.Xml" />
|
<Reference Include="System.Xml" />
|
||||||
</ItemGroup>
|
</ItemGroup>
|
||||||
<ItemGroup>
|
<ItemGroup>
|
||||||
|
<Compile Include="Objects\BezierApproximator.cs" />
|
||||||
<Compile Include="Objects\Drawables\DrawableOsuHitObject.cs" />
|
<Compile Include="Objects\Drawables\DrawableOsuHitObject.cs" />
|
||||||
<Compile Include="Objects\Drawables\Pieces\ApproachCircle.cs" />
|
<Compile Include="Objects\Drawables\Pieces\ApproachCircle.cs" />
|
||||||
<Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" />
|
<Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" />
|
||||||
@ -53,6 +54,9 @@
|
|||||||
<Compile Include="Objects\Drawables\Pieces\RingPiece.cs" />
|
<Compile Include="Objects\Drawables\Pieces\RingPiece.cs" />
|
||||||
<Compile Include="Objects\Drawables\Pieces\Triangles.cs" />
|
<Compile Include="Objects\Drawables\Pieces\Triangles.cs" />
|
||||||
<Compile Include="Objects\OsuHitObjectParser.cs" />
|
<Compile Include="Objects\OsuHitObjectParser.cs" />
|
||||||
|
<Compile Include="Objects\SliderCurve.cs" />
|
||||||
|
<Compile Include="OsuScore.cs" />
|
||||||
|
<Compile Include="OsuScoreProcessor.cs" />
|
||||||
<Compile Include="UI\OsuComboCounter.cs" />
|
<Compile Include="UI\OsuComboCounter.cs" />
|
||||||
<Compile Include="UI\OsuHitRenderer.cs" />
|
<Compile Include="UI\OsuHitRenderer.cs" />
|
||||||
<Compile Include="UI\OsuPlayfield.cs" />
|
<Compile Include="UI\OsuPlayfield.cs" />
|
||||||
|
@ -18,6 +18,8 @@ namespace osu.Game.Modes.Catch
|
|||||||
|
|
||||||
protected override PlayMode PlayMode => PlayMode.Catch;
|
protected override PlayMode PlayMode => PlayMode.Catch;
|
||||||
|
|
||||||
|
public override ScoreProcessor CreateScoreProcessor() => null;
|
||||||
|
|
||||||
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,8 @@ namespace osu.Game.Modes.Mania
|
|||||||
|
|
||||||
protected override PlayMode PlayMode => PlayMode.Mania;
|
protected override PlayMode PlayMode => PlayMode.Mania;
|
||||||
|
|
||||||
|
public override ScoreProcessor CreateScoreProcessor() => null;
|
||||||
|
|
||||||
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -1,6 +1,7 @@
|
|||||||
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using osu.Game.Modes.Objects;
|
using osu.Game.Modes.Objects;
|
||||||
using osu.Game.Modes.Osu.Objects;
|
using osu.Game.Modes.Osu.Objects;
|
||||||
@ -18,6 +19,8 @@ namespace osu.Game.Modes.Taiko
|
|||||||
|
|
||||||
protected override PlayMode PlayMode => PlayMode.Taiko;
|
protected override PlayMode PlayMode => PlayMode.Taiko;
|
||||||
|
|
||||||
|
public override ScoreProcessor CreateScoreProcessor() => null;
|
||||||
|
|
||||||
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
public override HitObjectParser CreateHitObjectParser() => new OsuHitObjectParser();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -13,13 +13,11 @@ namespace osu.Game.Modes.Objects.Drawables
|
|||||||
{
|
{
|
||||||
public abstract class DrawableHitObject : Container, IStateful<ArmedState>
|
public abstract class DrawableHitObject : Container, IStateful<ArmedState>
|
||||||
{
|
{
|
||||||
//todo: move to a more central implementation. this logic should not be at a drawable level.
|
public event Action<DrawableHitObject, JudgementInfo> OnJudgement;
|
||||||
public Action<DrawableHitObject, JudgementInfo> OnHit;
|
|
||||||
public Action<DrawableHitObject, JudgementInfo> OnMiss;
|
|
||||||
|
|
||||||
public Container<DrawableHitObject> ChildObjects;
|
public Container<DrawableHitObject> ChildObjects;
|
||||||
|
|
||||||
protected JudgementInfo Judgement;
|
public JudgementInfo Judgement;
|
||||||
|
|
||||||
public abstract JudgementInfo CreateJudgementInfo();
|
public abstract JudgementInfo CreateJudgementInfo();
|
||||||
|
|
||||||
@ -73,20 +71,20 @@ namespace osu.Game.Modes.Objects.Drawables
|
|||||||
{
|
{
|
||||||
default:
|
default:
|
||||||
State = ArmedState.Hit;
|
State = ArmedState.Hit;
|
||||||
OnHit?.Invoke(this, Judgement);
|
|
||||||
break;
|
break;
|
||||||
case HitResult.Miss:
|
case HitResult.Miss:
|
||||||
State = ArmedState.Miss;
|
State = ArmedState.Miss;
|
||||||
OnMiss?.Invoke(this, Judgement);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
OnJudgement?.Invoke(this, Judgement);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
protected virtual void CheckJudgement(bool userTriggered)
|
protected virtual void CheckJudgement(bool userTriggered)
|
||||||
{
|
{
|
||||||
|
//todo: consider making abstract.
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Update()
|
protected override void Update()
|
||||||
@ -113,6 +111,7 @@ namespace osu.Game.Modes.Objects.Drawables
|
|||||||
|
|
||||||
public class JudgementInfo
|
public class JudgementInfo
|
||||||
{
|
{
|
||||||
|
public ulong? ComboAtHit;
|
||||||
public HitResult? Result;
|
public HitResult? Result;
|
||||||
public double TimeOffset;
|
public double TimeOffset;
|
||||||
}
|
}
|
||||||
|
@ -18,6 +18,8 @@ namespace osu.Game.Modes
|
|||||||
|
|
||||||
public abstract ScoreOverlay CreateScoreOverlay();
|
public abstract ScoreOverlay CreateScoreOverlay();
|
||||||
|
|
||||||
|
public abstract ScoreProcessor CreateScoreProcessor();
|
||||||
|
|
||||||
public abstract HitRenderer CreateHitRendererWith(List<HitObject> objects);
|
public abstract HitRenderer CreateHitRendererWith(List<HitObject> objects);
|
||||||
|
|
||||||
public abstract HitObjectParser CreateHitObjectParser();
|
public abstract HitObjectParser CreateHitObjectParser();
|
||||||
|
19
osu.Game/Modes/Score.cs
Normal file
19
osu.Game/Modes/Score.cs
Normal file
@ -0,0 +1,19 @@
|
|||||||
|
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
|
namespace osu.Game.Modes
|
||||||
|
{
|
||||||
|
public class Score
|
||||||
|
{
|
||||||
|
public double TotalScore { get; set; }
|
||||||
|
public double Accuracy { get; set; }
|
||||||
|
public double Combo { get; set; }
|
||||||
|
public double MaxCombo { get; set; }
|
||||||
|
}
|
||||||
|
}
|
54
osu.Game/Modes/ScoreProcesssor.cs
Normal file
54
osu.Game/Modes/ScoreProcesssor.cs
Normal file
@ -0,0 +1,54 @@
|
|||||||
|
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using System.Linq;
|
||||||
|
using System.Text;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
using osu.Framework.Configuration;
|
||||||
|
using osu.Game.Modes.Objects.Drawables;
|
||||||
|
|
||||||
|
namespace osu.Game.Modes
|
||||||
|
{
|
||||||
|
public abstract class ScoreProcessor
|
||||||
|
{
|
||||||
|
public virtual Score GetScore() => new Score()
|
||||||
|
{
|
||||||
|
TotalScore = TotalScore,
|
||||||
|
Combo = Combo,
|
||||||
|
MaxCombo = HighestCombo,
|
||||||
|
Accuracy = Accuracy
|
||||||
|
};
|
||||||
|
|
||||||
|
public readonly BindableDouble TotalScore = new BindableDouble { MinValue = 0 };
|
||||||
|
|
||||||
|
public readonly BindableDouble Accuracy = new BindableDouble { MinValue = 0, MaxValue = 1 };
|
||||||
|
|
||||||
|
public readonly BindableInt Combo = new BindableInt();
|
||||||
|
|
||||||
|
public readonly BindableInt HighestCombo = new BindableInt();
|
||||||
|
|
||||||
|
public readonly List<JudgementInfo> Judgements = new List<JudgementInfo>();
|
||||||
|
|
||||||
|
public ScoreProcessor()
|
||||||
|
{
|
||||||
|
Combo.ValueChanged += delegate { HighestCombo.Value = Math.Max(HighestCombo.Value, Combo.Value); };
|
||||||
|
}
|
||||||
|
|
||||||
|
public void AddJudgement(JudgementInfo judgement)
|
||||||
|
{
|
||||||
|
Judgements.Add(judgement);
|
||||||
|
|
||||||
|
UpdateCalculations(judgement);
|
||||||
|
|
||||||
|
judgement.ComboAtHit = (ulong)Combo.Value;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Update any values that potentially need post-processing on a judgement change.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="newJudgement">A new JudgementInfo that triggered this calculation. May be null.</param>
|
||||||
|
protected abstract void UpdateCalculations(JudgementInfo newJudgement);
|
||||||
|
}
|
||||||
|
}
|
@ -262,5 +262,13 @@ namespace osu.Game.Modes.UI
|
|||||||
(d as ComboCounter).DisplayedCount = CurrentValue;
|
(d as ComboCounter).DisplayedCount = CurrentValue;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void Set(ulong value)
|
||||||
|
{
|
||||||
|
if (value == 0)
|
||||||
|
Roll();
|
||||||
|
else
|
||||||
|
Count = value;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -14,11 +14,21 @@ namespace osu.Game.Modes.UI
|
|||||||
{
|
{
|
||||||
public abstract class HitRenderer : Container
|
public abstract class HitRenderer : Container
|
||||||
{
|
{
|
||||||
public Action<HitObject> OnHit;
|
public event Action<JudgementInfo> OnJudgement;
|
||||||
public Action<HitObject> OnMiss;
|
|
||||||
|
public event Action OnAllJudged;
|
||||||
|
|
||||||
|
protected void TriggerOnJudgement(JudgementInfo j)
|
||||||
|
{
|
||||||
|
OnJudgement?.Invoke(j);
|
||||||
|
if (AllObjectsJudged)
|
||||||
|
OnAllJudged?.Invoke();
|
||||||
|
}
|
||||||
|
|
||||||
protected Playfield Playfield;
|
protected Playfield Playfield;
|
||||||
|
|
||||||
|
public bool AllObjectsJudged => Playfield.HitObjects.Children.First()?.Judgement.Result != null; //reverse depth sort means First() instead of Last().
|
||||||
|
|
||||||
public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.HitObjects.Children;
|
public IEnumerable<DrawableHitObject> DrawableObjects => Playfield.HitObjects.Children;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -68,22 +78,13 @@ namespace osu.Game.Modes.UI
|
|||||||
|
|
||||||
if (drawableObject == null) continue;
|
if (drawableObject == null) continue;
|
||||||
|
|
||||||
drawableObject.OnHit = onHit;
|
drawableObject.OnJudgement += onJudgement;
|
||||||
drawableObject.OnMiss = onMiss;
|
|
||||||
|
|
||||||
Playfield.Add(drawableObject);
|
Playfield.Add(drawableObject);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void onMiss(DrawableHitObject obj, JudgementInfo judgement)
|
private void onJudgement(DrawableHitObject o, JudgementInfo j) => TriggerOnJudgement(j);
|
||||||
{
|
|
||||||
OnMiss?.Invoke(obj.HitObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void onHit(DrawableHitObject obj, JudgementInfo judgement)
|
|
||||||
{
|
|
||||||
OnHit?.Invoke(obj.HitObject);
|
|
||||||
}
|
|
||||||
|
|
||||||
protected abstract DrawableHitObject GetVisualRepresentation(T h);
|
protected abstract DrawableHitObject GetVisualRepresentation(T h);
|
||||||
}
|
}
|
||||||
|
@ -15,6 +15,7 @@ namespace osu.Game.Modes.UI
|
|||||||
public ComboCounter ComboCounter;
|
public ComboCounter ComboCounter;
|
||||||
public ScoreCounter ScoreCounter;
|
public ScoreCounter ScoreCounter;
|
||||||
public PercentageCounter AccuracyCounter;
|
public PercentageCounter AccuracyCounter;
|
||||||
|
public Score Score { get; set; }
|
||||||
|
|
||||||
protected abstract KeyCounterCollection CreateKeyCounter();
|
protected abstract KeyCounterCollection CreateKeyCounter();
|
||||||
protected abstract ComboCounter CreateComboCounter();
|
protected abstract ComboCounter CreateComboCounter();
|
||||||
@ -45,5 +46,13 @@ namespace osu.Game.Modes.UI
|
|||||||
AccuracyCounter = CreateAccuracyCounter(),
|
AccuracyCounter = CreateAccuracyCounter(),
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void BindProcessor(ScoreProcessor processor)
|
||||||
|
{
|
||||||
|
//bind processor bindables to combocounter, score display etc.
|
||||||
|
processor.TotalScore.ValueChanged += delegate { ScoreCounter?.Set((ulong)processor.TotalScore.Value); };
|
||||||
|
processor.Accuracy.ValueChanged += delegate { AccuracyCounter?.Set((float)processor.Accuracy.Value); };
|
||||||
|
processor.Combo.ValueChanged += delegate { ComboCounter?.Set((ulong)processor.Combo.Value); };
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -19,6 +19,8 @@ using OpenTK.Input;
|
|||||||
using MouseState = osu.Framework.Input.MouseState;
|
using MouseState = osu.Framework.Input.MouseState;
|
||||||
using OpenTK;
|
using OpenTK;
|
||||||
using osu.Framework.GameModes;
|
using osu.Framework.GameModes;
|
||||||
|
using osu.Game.Modes.UI;
|
||||||
|
using osu.Game.Screens.Ranking;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Play
|
namespace osu.Game.Screens.Play
|
||||||
{
|
{
|
||||||
@ -38,6 +40,9 @@ namespace osu.Game.Screens.Play
|
|||||||
|
|
||||||
private Ruleset ruleset;
|
private Ruleset ruleset;
|
||||||
|
|
||||||
|
private ScoreProcessor scoreProcessor;
|
||||||
|
private HitRenderer hitRenderer;
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game)
|
private void load(AudioManager audio, BeatmapDatabase beatmaps, OsuGameBase game)
|
||||||
{
|
{
|
||||||
@ -84,10 +89,12 @@ namespace osu.Game.Screens.Play
|
|||||||
ruleset = Ruleset.GetRuleset(usablePlayMode);
|
ruleset = Ruleset.GetRuleset(usablePlayMode);
|
||||||
|
|
||||||
var scoreOverlay = ruleset.CreateScoreOverlay();
|
var scoreOverlay = ruleset.CreateScoreOverlay();
|
||||||
var hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
|
scoreOverlay.BindProcessor(scoreProcessor = ruleset.CreateScoreProcessor());
|
||||||
|
|
||||||
hitRenderer.OnHit += delegate (HitObject h) { scoreOverlay.OnHit(h); };
|
hitRenderer = ruleset.CreateHitRendererWith(beatmap.HitObjects);
|
||||||
hitRenderer.OnMiss += delegate (HitObject h) { scoreOverlay.OnMiss(h); };
|
|
||||||
|
hitRenderer.OnJudgement += scoreProcessor.AddJudgement;
|
||||||
|
hitRenderer.OnAllJudged += hitRenderer_OnAllJudged;
|
||||||
|
|
||||||
if (Autoplay)
|
if (Autoplay)
|
||||||
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
|
hitRenderer.Schedule(() => hitRenderer.DrawableObjects.ForEach(h => h.State = ArmedState.Hit));
|
||||||
@ -106,6 +113,18 @@ namespace osu.Game.Screens.Play
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void hitRenderer_OnAllJudged()
|
||||||
|
{
|
||||||
|
Delay(1000);
|
||||||
|
Schedule(delegate
|
||||||
|
{
|
||||||
|
Push(new Results
|
||||||
|
{
|
||||||
|
Score = scoreProcessor.GetScore()
|
||||||
|
});
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
protected override void OnEntering(GameMode last)
|
protected override void OnEntering(GameMode last)
|
||||||
{
|
{
|
||||||
base.OnEntering(last);
|
base.OnEntering(last);
|
||||||
|
@ -2,19 +2,29 @@
|
|||||||
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
using osu.Framework.GameModes;
|
using osu.Framework.GameModes;
|
||||||
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Graphics.Containers;
|
||||||
|
using osu.Framework.Graphics.Sprites;
|
||||||
|
using osu.Framework.Graphics.Transformations;
|
||||||
|
using osu.Game.Modes;
|
||||||
using osu.Game.Screens.Backgrounds;
|
using osu.Game.Screens.Backgrounds;
|
||||||
|
using OpenTK;
|
||||||
using OpenTK.Graphics;
|
using OpenTK.Graphics;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Ranking
|
namespace osu.Game.Screens.Ranking
|
||||||
{
|
{
|
||||||
class Results : GameModeWhiteBox
|
class Results : OsuGameMode
|
||||||
{
|
{
|
||||||
protected override BackgroundMode CreateBackground() => new BackgroundModeCustom(@"Backgrounds/bg4");
|
protected override BackgroundMode CreateBackground() => new BackgroundModeBeatmap(Beatmap);
|
||||||
|
|
||||||
|
private static readonly Vector2 BACKGROUND_BLUR = new Vector2(20);
|
||||||
|
|
||||||
|
ScoreDisplay scoreDisplay;
|
||||||
|
|
||||||
protected override void OnEntering(GameMode last)
|
protected override void OnEntering(GameMode last)
|
||||||
{
|
{
|
||||||
base.OnEntering(last);
|
base.OnEntering(last);
|
||||||
Background.Schedule(() => Background.FadeColour(Color4.DarkGray, 500));
|
Background.Schedule(() => (Background as BackgroundModeBeatmap)?.BlurTo(BACKGROUND_BLUR, 1000));
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override bool OnExiting(GameMode next)
|
protected override bool OnExiting(GameMode next)
|
||||||
@ -22,5 +32,63 @@ namespace osu.Game.Screens.Ranking
|
|||||||
Background.Schedule(() => Background.FadeColour(Color4.White, 500));
|
Background.Schedule(() => Background.FadeColour(Color4.White, 500));
|
||||||
return base.OnExiting(next);
|
return base.OnExiting(next);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public Score Score
|
||||||
|
{
|
||||||
|
set
|
||||||
|
{
|
||||||
|
scoreDisplay?.FadeOut(500);
|
||||||
|
scoreDisplay?.Expire();
|
||||||
|
|
||||||
|
scoreDisplay = new ScoreDisplay(value)
|
||||||
|
{
|
||||||
|
Anchor = Anchor.Centre,
|
||||||
|
Origin = Anchor.Centre,
|
||||||
|
};
|
||||||
|
|
||||||
|
Add(scoreDisplay);
|
||||||
|
|
||||||
|
scoreDisplay.FadeIn(500);
|
||||||
|
scoreDisplay.ScaleTo(0.1f);
|
||||||
|
scoreDisplay.ScaleTo(1, 1000, EasingTypes.OutElastic);
|
||||||
|
scoreDisplay.RotateTo(360 * 5, 1000, EasingTypes.OutElastic);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
class ScoreDisplay : Container
|
||||||
|
{
|
||||||
|
public ScoreDisplay(Score s)
|
||||||
|
{
|
||||||
|
AutoSizeAxes = Axes.Both;
|
||||||
|
|
||||||
|
Children = new Drawable[]
|
||||||
|
{
|
||||||
|
new FlowContainer
|
||||||
|
{
|
||||||
|
AutoSizeAxes = Axes.Both,
|
||||||
|
Direction = FlowDirection.VerticalOnly,
|
||||||
|
Children = new Drawable[]
|
||||||
|
{
|
||||||
|
new SpriteText
|
||||||
|
{
|
||||||
|
TextSize = 40,
|
||||||
|
Text = $@"Accuracy: {s.Accuracy:#0.00%}",
|
||||||
|
},
|
||||||
|
new SpriteText
|
||||||
|
{
|
||||||
|
TextSize = 40,
|
||||||
|
Text = $@"Score: {s.TotalScore}",
|
||||||
|
},
|
||||||
|
new SpriteText
|
||||||
|
{
|
||||||
|
TextSize = 40,
|
||||||
|
Text = $@"MaxCombo: {s.MaxCombo}",
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -67,6 +67,8 @@
|
|||||||
<Compile Include="Graphics\Cursor\CursorTrail.cs" />
|
<Compile Include="Graphics\Cursor\CursorTrail.cs" />
|
||||||
<Compile Include="Graphics\UserInterface\BackButton.cs" />
|
<Compile Include="Graphics\UserInterface\BackButton.cs" />
|
||||||
<Compile Include="Modes\Objects\HitObjectParser.cs" />
|
<Compile Include="Modes\Objects\HitObjectParser.cs" />
|
||||||
|
<Compile Include="Modes\Score.cs" />
|
||||||
|
<Compile Include="Modes\ScoreProcesssor.cs" />
|
||||||
<Compile Include="Overlays\DragBar.cs" />
|
<Compile Include="Overlays\DragBar.cs" />
|
||||||
<Compile Include="Overlays\MusicController.cs" />
|
<Compile Include="Overlays\MusicController.cs" />
|
||||||
<Compile Include="Beatmaps\Beatmap.cs" />
|
<Compile Include="Beatmaps\Beatmap.cs" />
|
||||||
|
Loading…
Reference in New Issue
Block a user