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Merge branch 'master' into intro-v2

This commit is contained in:
Dean Herbert 2017-11-09 17:48:42 +09:00 committed by GitHub
commit e3a868744e
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GPG Key ID: 4AEE18F83AFDEB23
9 changed files with 30 additions and 29 deletions

@ -1 +1 @@
Subproject commit ded020da31505c124fa0414e85816e6201f235ed
Subproject commit db625dc65fb7ae9be154b03a0968b2f8cedb036d

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@ -16,12 +16,12 @@ namespace osu.Game.Configuration
Set(OsuSetting.Ruleset, 0, 0, int.MaxValue);
Set(OsuSetting.BeatmapDetailTab, BeatmapDetailTab.Details);
Set(OsuSetting.DisplayStarsMinimum, 0.0, 0, 10);
Set(OsuSetting.DisplayStarsMaximum, 10.0, 0, 10);
Set(OsuSetting.DisplayStarsMinimum, 0.0, 0, 10, 0.1);
Set(OsuSetting.DisplayStarsMaximum, 10.0, 0, 10, 0.1);
Set(OsuSetting.SelectionRandomType, SelectionRandomType.RandomPermutation);
Set(OsuSetting.ChatDisplayHeight, ChatOverlay.DEFAULT_HEIGHT, 0.2, 1);
Set(OsuSetting.ChatDisplayHeight, ChatOverlay.DEFAULT_HEIGHT, 0.2, 1, 0.01);
// Online settings
Set(OsuSetting.Username, string.Empty);
@ -41,11 +41,11 @@ namespace osu.Game.Configuration
Set(OsuSetting.MenuVoice, true);
Set(OsuSetting.MenuMusic, true);
Set(OsuSetting.AudioOffset, 0, -500.0, 500.0);
Set(OsuSetting.AudioOffset, 0, -500.0, 500.0, 1);
// Input
Set(OsuSetting.MenuCursorSize, 1.0, 0.5f, 2);
Set(OsuSetting.GameplayCursorSize, 1.0, 0.5f, 2);
Set(OsuSetting.MenuCursorSize, 1.0, 0.5f, 2, 0.01);
Set(OsuSetting.GameplayCursorSize, 1.0, 0.5f, 2, 0.01);
Set(OsuSetting.AutoCursorSize, false);
Set(OsuSetting.MouseDisableButtons, false);
@ -63,13 +63,13 @@ namespace osu.Game.Configuration
Set(OsuSetting.SnakingOutSliders, true);
// Gameplay
Set(OsuSetting.DimLevel, 0.3, 0, 1);
Set(OsuSetting.DimLevel, 0.3, 0, 1, 0.01);
Set(OsuSetting.ShowInterface, true);
Set(OsuSetting.KeyOverlay, false);
Set(OsuSetting.FloatingComments, false);
Set(OsuSetting.PlaybackSpeed, 1.0, 0.5f, 2);
Set(OsuSetting.PlaybackSpeed, 1.0, 0.5f, 2, 0.01);
// Update
Set(OsuSetting.ReleaseStream, ReleaseStream.Lazer);

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@ -17,9 +17,9 @@ namespace osu.Game.Screens
ValidForResume = false;
}
protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.OnArrivedLogo(logo, resuming);
base.LogoArriving(logo, resuming);
logo.RelativePositionAxes = Axes.Both;
logo.Triangles = false;

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@ -111,9 +111,9 @@ namespace osu.Game.Screens.Menu
public const int EXIT_DELAY = 3000;
protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.OnArrivedLogo(logo, resuming);
base.LogoArriving(logo, resuming);
logo.RelativePositionAxes = Axes.Both;

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@ -106,9 +106,9 @@ namespace osu.Game.Screens.Menu
Beatmap.ValueChanged += beatmap_ValueChanged;
}
protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.OnArrivedLogo(logo, resuming);
base.LogoArriving(logo, resuming);
buttons.SetOsuLogo(logo);
@ -122,7 +122,7 @@ namespace osu.Game.Screens.Menu
buttons.State = MenuState.TopLevel;
}
protected override void OnSuspendingLogo(OsuLogo logo)
protected override void LogoSuspending(OsuLogo logo)
{
logo.FadeOut(300, Easing.InSine)
.ScaleTo(0.2f, 300, Easing.InSine)

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@ -79,6 +79,7 @@ namespace osu.Game.Screens.Menu
public OsuLogo()
{
// Required to make Schedule calls run in OsuScreen even when we are not visible.
AlwaysPresent = true;
EarlyActivationMilliseconds = early_activation;

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@ -76,7 +76,7 @@ namespace osu.Game.Screens
protected override void OnResuming(Screen last)
{
base.OnResuming(last);
logo.DelayUntilTransformsFinished().Schedule(() => OnArrivedLogo(logo, true));
logo.DelayUntilTransformsFinished().Schedule(() => LogoArriving(logo, true));
sampleExit?.Play();
}
@ -122,7 +122,7 @@ namespace osu.Game.Screens
base.OnEntering(last);
logo.DelayUntilTransformsFinished().Schedule(() => OnArrivedLogo(logo, false));
logo.DelayUntilTransformsFinished().Schedule(() => LogoArriving(logo, false));
}
protected override bool OnExiting(Screen next)
@ -151,7 +151,7 @@ namespace osu.Game.Screens
/// <summary>
/// Fired when this screen was entered or resumed and the logo state is required to be adjusted.
/// </summary>
protected virtual void OnArrivedLogo(OsuLogo logo, bool resuming)
protected virtual void LogoArriving(OsuLogo logo, bool resuming)
{
logo.Action = null;
logo.FadeOut(300, Easing.OutQuint);
@ -160,26 +160,26 @@ namespace osu.Game.Screens
private void onExitingLogo()
{
logo.ClearTransforms();
OnExitingLogo(logo);
LogoExiting(logo);
}
/// <summary>
/// Fired when this screen was exited to add any outwards transition to the logo.
/// </summary>
protected virtual void OnExitingLogo(OsuLogo logo)
protected virtual void LogoExiting(OsuLogo logo)
{
}
private void onSuspendingLogo()
{
logo.ClearTransforms();
OnSuspendingLogo(logo);
LogoSuspending(logo);
}
/// <summary>
/// Fired when this screen was suspended to add any outwards transition to the logo.
/// </summary>
protected virtual void OnSuspendingLogo(OsuLogo logo)
protected virtual void LogoSuspending(OsuLogo logo)
{
}
}

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@ -95,9 +95,9 @@ namespace osu.Game.Screens.Play
this.Delay(2150).Schedule(pushWhenLoaded);
}
protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.OnArrivedLogo(logo, resuming);
base.LogoArriving(logo, resuming);
logo.ClearTransforms(targetMember: nameof(Position));
logo.RelativePositionAxes = Axes.Both;

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@ -311,9 +311,9 @@ namespace osu.Game.Screens.Select
private const double logo_transition = 250;
protected override void OnArrivedLogo(OsuLogo logo, bool resuming)
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.OnArrivedLogo(logo, resuming);
base.LogoArriving(logo, resuming);
logo.ClearTransforms();
logo.RelativePositionAxes = Axes.Both;
@ -337,9 +337,9 @@ namespace osu.Game.Screens.Select
logo.Action = () => carouselRaisedStart();
}
protected override void OnExitingLogo(OsuLogo logo)
protected override void LogoExiting(OsuLogo logo)
{
base.OnExitingLogo(logo);
base.LogoExiting(logo);
logo.ScaleTo(0.2f, logo_transition, Easing.OutQuint);
logo.FadeOut(logo_transition, Easing.OutQuint);
}