mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 10:12:54 +08:00
Merge pull request #1453 from smoogipoo/replay-rewinding
Implement the necessary interfaces to allow replay rewinding
This commit is contained in:
commit
fd5113ac3c
@ -1 +1 @@
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Subproject commit 5e26808ec77a8fd600cb1cdca3a4b2f62fd0c653
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Subproject commit 1a563d7ce0834cede2ef587762f98fe580badf3c
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@ -1 +1 @@
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Subproject commit 1750ab8f6761ab35592fd46da71fbe0c141bfd93
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Subproject commit a4418111f8ed2350a6fd46fe69258884f0757745
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@ -94,7 +94,7 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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protected override void UpdateState(ArmedState state)
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{
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switch (State)
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switch (State.Value)
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{
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case ArmedState.Hit:
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AccentColour = Color4.Green;
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@ -57,8 +57,10 @@ namespace osu.Game.Rulesets.Mania.UI
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{
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base.LoadComplete();
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this.ScaleTo(2f, 600, Easing.OutQuint).FadeOut(500).Expire();
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this.ScaleTo(2f, 600, Easing.OutQuint).FadeOut(500);
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inner.FadeOut(250);
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Expire(true);
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}
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}
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}
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@ -14,6 +14,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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private const float width = 8;
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public override bool RemoveWhenNotAlive => false;
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public FollowPoint()
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{
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Origin = Anchor.Centre;
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@ -52,9 +52,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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}
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}
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public override bool RemoveCompletedTransforms => false;
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private void update()
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{
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Clear();
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if (hitObjects == null)
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return;
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@ -58,6 +58,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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},
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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Colour = AccentColour,
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}
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};
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@ -82,21 +84,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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});
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}
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protected override void UpdateInitialState()
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{
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base.UpdateInitialState();
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// sane defaults
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ring.Show();
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circle.Show();
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number.Show();
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glow.Show();
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ApproachCircle.Hide();
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ApproachCircle.ScaleTo(new Vector2(4));
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explode.Hide();
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}
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protected override void UpdatePreemptState()
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{
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base.UpdatePreemptState();
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@ -23,12 +23,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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FinishTransforms();
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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using (BeginAbsoluteSequence(HitObject.StartTime - TIME_PREEMPT, true))
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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using (BeginAbsoluteSequence(transformTime, true))
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{
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UpdateInitialState();
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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@ -36,11 +37,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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protected virtual void UpdateInitialState()
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{
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Hide();
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}
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protected virtual void UpdatePreemptState()
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{
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this.FadeIn(TIME_FADEIN);
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@ -50,6 +46,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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}
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// Todo: At some point we need to move these to DrawableHitObject after ensuring that all other Rulesets apply
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// transforms in the same way and don't rely on them not being cleared
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { }
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public override void ApplyTransformsAt(double time, bool propagateChildren = false) { }
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private OsuInputManager osuActionInputManager;
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internal OsuInputManager OsuActionInputManager => osuActionInputManager ?? (osuActionInputManager = GetContainingInputManager() as OsuInputManager);
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}
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@ -18,9 +18,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public double FadeInTime;
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public double FadeOutTime;
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public override bool RemoveWhenNotAlive => false;
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public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider) : base(repeatPoint)
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public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider)
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: base(repeatPoint)
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{
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this.repeatPoint = repeatPoint;
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this.drawableSlider = drawableSlider;
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@ -28,6 +27,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AutoSizeAxes = Axes.Both;
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Blending = BlendingMode.Additive;
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Origin = Anchor.Centre;
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Scale = new Vector2(0.5f);
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Children = new Drawable[]
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{
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@ -51,12 +51,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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var animIn = Math.Min(150, repeatPoint.StartTime - FadeInTime);
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this.Animate(
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d => d.FadeIn(animIn),
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d => d.ScaleTo(0.5f).ScaleTo(1.2f, animIn)
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).Then(
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d => d.ScaleTo(1, 150, Easing.Out)
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);
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this.FadeIn(animIn).ScaleTo(1.2f, animIn)
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.Then()
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.ScaleTo(1, 150, Easing.Out);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -43,7 +43,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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AccentColour = AccentColour
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AccentColour = AccentColour,
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AlwaysPresent = true,
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Alpha = 0
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},
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initialCircle = new DrawableHitCircle(new HitCircle
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{
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@ -148,16 +150,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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protected override void UpdateInitialState()
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{
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base.UpdateInitialState();
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body.Alpha = 1;
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//we need to be present to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
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ball.AlwaysPresent = true;
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ball.Alpha = 0;
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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ball.FadeIn();
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@ -20,8 +20,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public bool Tracking;
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public override bool RemoveWhenNotAlive => false;
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public override bool DisplayJudgement => false;
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public DrawableSliderTick(SliderTick sliderTick) : base(sliderTick)
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@ -101,14 +101,21 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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// If the current time is between the start and end of the slider, we should track mouse input regardless of the cursor position.
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => canCurrentlyTrack || base.ReceiveMouseInputAt(screenSpacePos);
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public override void ClearTransforms(bool propagateChildren = false, string targetMember = null)
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{
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// Consider the case of rewinding - children's transforms are handled internally, so propagating down
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// any further will cause weirdness with the Tracking bool below. Let's not propagate further at this point.
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base.ClearTransforms(false, targetMember);
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}
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private bool tracking;
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public bool Tracking
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{
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get { return tracking; }
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private set
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{
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if (value == tracking) return;
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if (value == tracking)
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return;
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tracking = value;
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follow.ScaleTo(tracking ? 2.8f : 1, 300, Easing.OutQuint);
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@ -123,8 +130,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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base.Update();
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// Make sure to use the base version of ReceiveMouseInputAt so that we correctly check the position.
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if (Time.Current < slider.EndTime)
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Tracking = canCurrentlyTrack && lastState != null && base.ReceiveMouseInputAt(lastState.Mouse.NativeState.Position) && ((Parent as DrawableSlider)?.OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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Tracking = canCurrentlyTrack
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&& lastState != null
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&& base.ReceiveMouseInputAt(lastState.Mouse.NativeState.Position)
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&& ((Parent as DrawableSlider)?.OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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}
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public void UpdateProgress(double progress, int repeat)
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@ -3,6 +3,7 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics.Sprites;
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@ -61,6 +62,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void SetRotation(float currentRotation)
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{
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// If we've gone back in time, it's fine to work with a fresh set of records for now
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if (records.Count > 0 && Time.Current < records.Last().Time)
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records.Clear();
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if (records.Count > 0)
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{
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var record = records.Peek();
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@ -111,7 +111,7 @@ namespace osu.Game.Rulesets.Osu.Tests
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h.Depth = depth++;
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if (auto)
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h.State = ArmedState.Hit;
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h.State.Value = ArmedState.Hit;
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playfieldContainer.Add(h);
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var proxyable = h as IDrawableHitObjectWithProxiedApproach;
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@ -1,8 +1,6 @@
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// Copyright (c) 2007-2017 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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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Judgements
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{
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public class TaikoStrongHitJudgement : TaikoJudgement
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@ -11,9 +9,7 @@ namespace osu.Game.Rulesets.Taiko.Judgements
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public TaikoStrongHitJudgement()
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{
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base.Result = HitResult.Perfect;
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Final = true;
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}
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public new HitResult Result => base.Result;
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}
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}
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@ -17,6 +17,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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/// </summary>
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protected abstract TaikoAction[] HitActions { get; }
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/// <summary>
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/// Whether a second hit is allowed to be processed. This occurs once this hit object has been hit successfully.
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/// </summary>
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protected bool SecondHitAllowed { get; private set; }
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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@ -45,7 +50,15 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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if (!validKeyPressed)
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AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
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else if (hitOffset < HitObject.HitWindowGood)
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AddJudgement(new TaikoJudgement { Result = hitOffset < HitObject.HitWindowGreat ? HitResult.Great : HitResult.Good });
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{
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AddJudgement(new TaikoJudgement
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{
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Result = hitOffset < HitObject.HitWindowGreat ? HitResult.Great : HitResult.Good,
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Final = !HitObject.IsStrong
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});
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SecondHitAllowed = true;
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}
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else
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AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
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}
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@ -72,7 +85,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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var offset = !AllJudged ? 0 : Time.Current - HitObject.StartTime;
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using (BeginDelayedSequence(HitObject.StartTime - Time.Current + offset, true))
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{
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switch (State)
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switch (State.Value)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.HitWindowMiss).Expire();
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|
@ -3,6 +3,7 @@
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using System;
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using System.Linq;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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@ -24,27 +25,25 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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}
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private bool processedSecondHit;
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public override bool AllJudged => processedSecondHit && base.AllJudged;
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!base.AllJudged)
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if (!SecondHitAllowed)
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{
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base.CheckForJudgements(userTriggered, timeOffset);
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return;
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}
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|
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if (!userTriggered)
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{
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if (timeOffset > second_hit_window)
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Miss });
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return;
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}
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// If we get here, we're assured that the key pressed is the correct secondary key
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if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
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{
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AddJudgement(new TaikoStrongHitJudgement());
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processedSecondHit = true;
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}
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AddJudgement(new TaikoStrongHitJudgement { Result = HitResult.Great });
|
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}
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public override bool OnReleased(TaikoAction action)
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@ -56,8 +55,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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public override bool OnPressed(TaikoAction action)
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{
|
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if (AllJudged)
|
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return false;
|
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|
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// Check if we've handled the first key
|
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if (!base.AllJudged)
|
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if (!SecondHitAllowed)
|
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{
|
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// First key hasn't been handled yet, attempt to handle it
|
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bool handled = base.OnPressed(action);
|
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@ -72,10 +74,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
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return handled;
|
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}
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|
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// If we've already hit the second key, don't handle this object any further
|
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if (processedSecondHit)
|
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return false;
|
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|
||||
// Don't handle represses of the first key
|
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if (firstHitAction == action)
|
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return false;
|
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|
@ -244,7 +244,12 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
if (judgedObject.X >= -0.05f && judgedObject is DrawableHit)
|
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{
|
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// If we're far enough away from the left stage, we should bring outselves in front of it
|
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topLevelHitContainer.Add(judgedObject.CreateProxy());
|
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// Todo: The following try-catch is temporary for replay rewinding support
|
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try
|
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{
|
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topLevelHitContainer.Add(judgedObject.CreateProxy());
|
||||
}
|
||||
catch { }
|
||||
}
|
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|
||||
hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
|
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|
@ -6,6 +6,7 @@ using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.MathUtils;
|
||||
using OpenTK;
|
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using OpenTK.Graphics;
|
||||
using osu.Framework.Graphics.Transforms;
|
||||
|
||||
namespace osu.Game.Graphics.Sprites
|
||||
{
|
||||
@ -40,4 +41,23 @@ namespace osu.Game.Graphics.Sprites
|
||||
return base.CreateFallbackCharacterDrawable();
|
||||
}
|
||||
}
|
||||
|
||||
public static class OsuSpriteTextTransformExtensions
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets <see cref="OsuSpriteText.Text"/> to a new value after a duration.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
|
||||
public static TransformSequence<T> TransformTextTo<T>(this T spriteText, string newText, double duration = 0, Easing easing = Easing.None)
|
||||
where T : OsuSpriteText
|
||||
=> spriteText.TransformTo(nameof(OsuSpriteText.Text), newText, duration, easing);
|
||||
|
||||
/// <summary>
|
||||
/// Sets <see cref="OsuSpriteText.Text"/> to a new value after a duration.
|
||||
/// </summary>
|
||||
/// <returns>A <see cref="TransformSequence{T}"/> to which further transforms can be added.</returns>
|
||||
public static TransformSequence<T> TransformTextTo<T>(this TransformSequence<T> t, string newText, double duration = 0, Easing easing = Easing.None)
|
||||
where T : OsuSpriteText
|
||||
=> t.Append(o => o.TransformTextTo(newText, duration, easing));
|
||||
}
|
||||
}
|
||||
|
@ -83,7 +83,7 @@ namespace osu.Game.Rulesets.Judgements
|
||||
break;
|
||||
}
|
||||
|
||||
Expire();
|
||||
Expire(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -17,8 +17,26 @@ namespace osu.Game.Rulesets.Judgements
|
||||
/// </summary>
|
||||
public virtual HitResult MaxResult => HitResult.Perfect;
|
||||
|
||||
/// <summary>
|
||||
/// The combo prior to this judgement occurring.
|
||||
/// </summary>
|
||||
internal int ComboAtJudgement;
|
||||
|
||||
/// <summary>
|
||||
/// The highest combo achieved prior to this judgement occurring.
|
||||
/// </summary>
|
||||
internal int HighestComboAtJudgement;
|
||||
|
||||
/// <summary>
|
||||
/// Whether a successful hit occurred.
|
||||
/// </summary>
|
||||
public bool IsHit => Result > HitResult.Miss;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this judgement is the final judgement for the hit object.
|
||||
/// </summary>
|
||||
public bool Final = true;
|
||||
|
||||
/// <summary>
|
||||
/// The offset from a perfect hit at which this judgement occurred.
|
||||
/// Populated when added via <see cref="DrawableHitObject{TObject}.AddJudgement"/>.
|
||||
|
@ -13,6 +13,7 @@ using OpenTK.Graphics;
|
||||
using osu.Game.Audio;
|
||||
using System.Linq;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Framework.Configuration;
|
||||
|
||||
namespace osu.Game.Rulesets.Objects.Drawables
|
||||
{
|
||||
@ -30,6 +31,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// </summary>
|
||||
public virtual bool DisplayJudgement => true;
|
||||
|
||||
public override bool RemoveCompletedTransforms => false;
|
||||
public override bool RemoveWhenNotAlive => false;
|
||||
|
||||
protected DrawableHitObject(HitObject hitObject)
|
||||
{
|
||||
HitObject = hitObject;
|
||||
@ -40,6 +44,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
where TObject : HitObject
|
||||
{
|
||||
public event Action<DrawableHitObject, Judgement> OnJudgement;
|
||||
public event Action<DrawableHitObject, Judgement> OnJudgementRemoved;
|
||||
|
||||
public new readonly TObject HitObject;
|
||||
|
||||
@ -56,31 +61,42 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
|
||||
protected List<SampleChannel> Samples = new List<SampleChannel>();
|
||||
|
||||
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
|
||||
|
||||
protected DrawableHitObject(TObject hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
HitObject = hitObject;
|
||||
}
|
||||
|
||||
private ArmedState state;
|
||||
public ArmedState State
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(AudioManager audio)
|
||||
{
|
||||
get { return state; }
|
||||
|
||||
set
|
||||
foreach (SampleInfo sample in HitObject.Samples)
|
||||
{
|
||||
if (state == value)
|
||||
return;
|
||||
state = value;
|
||||
SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
|
||||
|
||||
if (!IsLoaded)
|
||||
return;
|
||||
if (channel == null)
|
||||
continue;
|
||||
|
||||
channel.Volume.Value = sample.Volume;
|
||||
Samples.Add(channel);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
State.ValueChanged += state =>
|
||||
{
|
||||
UpdateState(state);
|
||||
|
||||
if (State == ArmedState.Hit)
|
||||
PlaySamples();
|
||||
}
|
||||
};
|
||||
|
||||
State.TriggerChange();
|
||||
}
|
||||
|
||||
protected void PlaySamples()
|
||||
@ -88,21 +104,13 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
Samples.ForEach(s => s?.Play());
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
//force application of the state that was set before we loaded.
|
||||
UpdateState(State);
|
||||
}
|
||||
|
||||
private bool hasJudgementResult;
|
||||
private bool judgementOccurred;
|
||||
private bool judgementFinalized => judgements.LastOrDefault()?.Final == true;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this <see cref="DrawableHitObject"/> and all of its nested <see cref="DrawableHitObject"/>s have been judged.
|
||||
/// </summary>
|
||||
public virtual bool AllJudged => (!ProvidesJudgement || hasJudgementResult) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
|
||||
public bool AllJudged => (!ProvidesJudgement || judgementFinalized) && (NestedHitObjects?.All(h => h.AllJudged) ?? true);
|
||||
|
||||
/// <summary>
|
||||
/// Notifies that a new judgement has occurred for this <see cref="DrawableHitObject"/>.
|
||||
@ -110,7 +118,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// <param name="judgement">The <see cref="Judgement"/>.</param>
|
||||
protected void AddJudgement(Judgement judgement)
|
||||
{
|
||||
hasJudgementResult = judgement.Result >= HitResult.Miss;
|
||||
judgementOccurred = true;
|
||||
|
||||
// Ensure that the judgement is given a valid time offset, because this may not get set by the caller
|
||||
@ -124,10 +131,10 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
case HitResult.None:
|
||||
break;
|
||||
case HitResult.Miss:
|
||||
State = ArmedState.Miss;
|
||||
State.Value = ArmedState.Miss;
|
||||
break;
|
||||
default:
|
||||
State = ArmedState.Hit;
|
||||
State.Value = ArmedState.Hit;
|
||||
break;
|
||||
}
|
||||
|
||||
@ -152,7 +159,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
judgementOccurred |= d.UpdateJudgement(userTriggered);
|
||||
}
|
||||
|
||||
if (!ProvidesJudgement || hasJudgementResult || judgementOccurred)
|
||||
if (!ProvidesJudgement || judgementFinalized || judgementOccurred)
|
||||
return judgementOccurred;
|
||||
|
||||
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
|
||||
@ -170,6 +177,25 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
/// implies that this check occurred after the end time of <see cref="HitObject"/>. </param>
|
||||
protected virtual void CheckForJudgements(bool userTriggered, double timeOffset) { }
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
var endTime = (HitObject as IHasEndTime)?.EndTime ?? HitObject.StartTime;
|
||||
|
||||
while (judgements.Count > 0)
|
||||
{
|
||||
var lastJudgement = judgements[judgements.Count - 1];
|
||||
if (lastJudgement.TimeOffset + endTime <= Time.Current)
|
||||
break;
|
||||
|
||||
judgements.RemoveAt(judgements.Count - 1);
|
||||
State.Value = ArmedState.Idle;
|
||||
|
||||
OnJudgementRemoved?.Invoke(this, lastJudgement);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateAfterChildren()
|
||||
{
|
||||
base.UpdateAfterChildren();
|
||||
@ -177,21 +203,6 @@ namespace osu.Game.Rulesets.Objects.Drawables
|
||||
UpdateJudgement(false);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(AudioManager audio)
|
||||
{
|
||||
foreach (SampleInfo sample in HitObject.Samples)
|
||||
{
|
||||
SampleChannel channel = audio.Sample.Get($@"Gameplay/{sample.Bank}-{sample.Name}");
|
||||
|
||||
if (channel == null)
|
||||
continue;
|
||||
|
||||
channel.Volume.Value = sample.Volume;
|
||||
Samples.Add(channel);
|
||||
}
|
||||
}
|
||||
|
||||
private List<DrawableHitObject<TObject>> nestedHitObjects;
|
||||
protected IEnumerable<DrawableHitObject<TObject>> NestedHitObjects => nestedHitObjects;
|
||||
|
||||
|
@ -104,7 +104,13 @@ namespace osu.Game.Rulesets.Replays
|
||||
{
|
||||
//if we changed frames, we want to execute once *exactly* on the frame's time.
|
||||
if (currentDirection == time.CompareTo(NextFrame.Time) && advanceFrame())
|
||||
{
|
||||
// If going backwards, we need to execute once _before_ the frame time to reverse any judgements
|
||||
// that would occur as a result of this frame in forward playback
|
||||
if (currentDirection == -1)
|
||||
return currentTime = CurrentFrame.Time - 1;
|
||||
return currentTime = CurrentFrame.Time;
|
||||
}
|
||||
|
||||
//if we didn't change frames, we need to ensure we are allowed to run frames in between, else return null.
|
||||
if (inImportantSection)
|
||||
|
@ -174,6 +174,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
private double maxBaseScore;
|
||||
private double rollingMaxBaseScore;
|
||||
private double baseScore;
|
||||
private double bonusScore;
|
||||
|
||||
protected ScoreProcessor()
|
||||
{
|
||||
@ -184,6 +185,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
Debug.Assert(base_portion + combo_portion == 1.0);
|
||||
|
||||
rulesetContainer.OnJudgement += AddJudgement;
|
||||
rulesetContainer.OnJudgementRemoved += RemoveJudgement;
|
||||
|
||||
SimulateAutoplay(rulesetContainer.Beatmap);
|
||||
Reset(true);
|
||||
@ -212,14 +214,26 @@ namespace osu.Game.Rulesets.Scoring
|
||||
protected void AddJudgement(Judgement judgement)
|
||||
{
|
||||
OnNewJudgement(judgement);
|
||||
NotifyNewJudgement(judgement);
|
||||
updateScore();
|
||||
|
||||
NotifyNewJudgement(judgement);
|
||||
UpdateFailed();
|
||||
}
|
||||
|
||||
protected void RemoveJudgement(Judgement judgement)
|
||||
{
|
||||
OnJudgementRemoved(judgement);
|
||||
updateScore();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a judgement.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to apply/</param>
|
||||
protected virtual void OnNewJudgement(Judgement judgement)
|
||||
{
|
||||
double bonusScore = 0;
|
||||
judgement.ComboAtJudgement = Combo;
|
||||
judgement.HighestComboAtJudgement = HighestCombo;
|
||||
|
||||
if (judgement.AffectsCombo)
|
||||
{
|
||||
@ -242,7 +256,30 @@ namespace osu.Game.Rulesets.Scoring
|
||||
}
|
||||
else if (judgement.IsHit)
|
||||
bonusScore += judgement.NumericResult;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Removes a judgement. This should reverse everything in <see cref="OnNewJudgement(Judgement)"/>.
|
||||
/// </summary>
|
||||
/// <param name="judgement">The judgement to remove.</param>
|
||||
protected virtual void OnJudgementRemoved(Judgement judgement)
|
||||
{
|
||||
Combo.Value = judgement.ComboAtJudgement;
|
||||
HighestCombo.Value = judgement.HighestComboAtJudgement;
|
||||
|
||||
if (judgement.AffectsCombo)
|
||||
{
|
||||
baseScore -= judgement.NumericResult;
|
||||
rollingMaxBaseScore -= judgement.MaxNumericResult;
|
||||
|
||||
Hits--;
|
||||
}
|
||||
else if (judgement.IsHit)
|
||||
bonusScore -= judgement.NumericResult;
|
||||
}
|
||||
|
||||
private void updateScore()
|
||||
{
|
||||
if (rollingMaxBaseScore != 0)
|
||||
Accuracy.Value = baseScore / rollingMaxBaseScore;
|
||||
|
||||
@ -271,6 +308,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
Hits = 0;
|
||||
baseScore = 0;
|
||||
rollingMaxBaseScore = 0;
|
||||
bonusScore = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -104,6 +104,7 @@ namespace osu.Game.Rulesets.UI
|
||||
where TObject : HitObject
|
||||
{
|
||||
public event Action<Judgement> OnJudgement;
|
||||
public event Action<Judgement> OnJudgementRemoved;
|
||||
|
||||
/// <summary>
|
||||
/// The Beatmap
|
||||
@ -241,6 +242,8 @@ namespace osu.Game.Rulesets.UI
|
||||
OnJudgement?.Invoke(j);
|
||||
};
|
||||
|
||||
drawableObject.OnJudgementRemoved += (d, j) => { OnJudgementRemoved?.Invoke(j); };
|
||||
|
||||
Playfield.Add(drawableObject);
|
||||
}
|
||||
|
||||
|
@ -7,6 +7,7 @@ using osu.Framework.Graphics.Shapes;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Play.BreaksOverlay
|
||||
{
|
||||
@ -30,6 +31,8 @@ namespace osu.Game.Screens.Play.BreaksOverlay
|
||||
}
|
||||
}
|
||||
|
||||
public override bool RemoveCompletedTransforms => false;
|
||||
|
||||
private readonly bool letterboxing;
|
||||
private readonly LetterboxOverlay letterboxOverlay;
|
||||
private readonly Container remainingTimeAdjustmentBox;
|
||||
@ -101,38 +104,41 @@ namespace osu.Game.Screens.Play.BreaksOverlay
|
||||
if (!b.HasEffect)
|
||||
continue;
|
||||
|
||||
using (BeginAbsoluteSequence(b.StartTime, true))
|
||||
{
|
||||
remainingTimeAdjustmentBox
|
||||
.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
|
||||
.Delay(b.Duration - fade_duration)
|
||||
.ResizeWidthTo(0);
|
||||
|
||||
remainingTimeBox
|
||||
.ResizeWidthTo(0, b.Duration - fade_duration)
|
||||
.Then()
|
||||
.ResizeWidthTo(1);
|
||||
|
||||
remainingTimeCounter.CountTo(b.Duration).CountTo(0, b.Duration);
|
||||
}
|
||||
|
||||
using (BeginAbsoluteSequence(b.StartTime))
|
||||
{
|
||||
Schedule(() => onBreakIn(b));
|
||||
Schedule(showBreak);
|
||||
using (BeginDelayedSequence(b.Duration - fade_duration))
|
||||
Schedule(onBreakOut);
|
||||
Schedule(hideBreak);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void onBreakIn(BreakPeriod b)
|
||||
private void showBreak()
|
||||
{
|
||||
if (letterboxing)
|
||||
letterboxOverlay.Show();
|
||||
|
||||
remainingTimeAdjustmentBox
|
||||
.ResizeWidthTo(remaining_time_container_max_size, fade_duration, Easing.OutQuint)
|
||||
.Delay(b.Duration - fade_duration)
|
||||
.ResizeWidthTo(0);
|
||||
|
||||
remainingTimeBox
|
||||
.ResizeWidthTo(0, b.Duration - fade_duration)
|
||||
.Then()
|
||||
.ResizeWidthTo(1);
|
||||
|
||||
remainingTimeCounter.StartCounting(b.EndTime);
|
||||
|
||||
remainingTimeCounter.Show();
|
||||
info.Show();
|
||||
arrowsOverlay.Show();
|
||||
}
|
||||
|
||||
private void onBreakOut()
|
||||
private void hideBreak()
|
||||
{
|
||||
if (letterboxing)
|
||||
letterboxOverlay.Hide();
|
||||
|
@ -1,65 +1,37 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Framework.Graphics;
|
||||
using System;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Framework.Graphics.UserInterface;
|
||||
|
||||
namespace osu.Game.Screens.Play.BreaksOverlay
|
||||
{
|
||||
public class RemainingTimeCounter : VisibilityContainer
|
||||
public class RemainingTimeCounter : Counter
|
||||
{
|
||||
private const double fade_duration = BreakPeriod.MIN_BREAK_DURATION / 2;
|
||||
|
||||
private readonly OsuSpriteText counter;
|
||||
|
||||
private int? previousSecond;
|
||||
|
||||
private double endTime;
|
||||
|
||||
private bool isCounting;
|
||||
|
||||
public RemainingTimeCounter()
|
||||
{
|
||||
AutoSizeAxes = Axes.Both;
|
||||
Child = counter = new OsuSpriteText
|
||||
InternalChild = counter = new OsuSpriteText
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
TextSize = 33,
|
||||
Font = "Venera",
|
||||
};
|
||||
|
||||
Alpha = 0;
|
||||
}
|
||||
|
||||
public void StartCounting(double endTime)
|
||||
{
|
||||
this.endTime = endTime;
|
||||
isCounting = true;
|
||||
}
|
||||
protected override void OnCountChanged(double count) => counter.Text = ((int)Math.Ceiling(count / 1000)).ToString();
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
if (isCounting)
|
||||
{
|
||||
var currentTime = Clock.CurrentTime;
|
||||
if (currentTime < endTime)
|
||||
{
|
||||
int currentSecond = (int)Math.Ceiling((endTime - Clock.CurrentTime) / 1000.0);
|
||||
if (currentSecond != previousSecond)
|
||||
{
|
||||
counter.Text = currentSecond.ToString();
|
||||
previousSecond = currentSecond;
|
||||
}
|
||||
}
|
||||
else isCounting = false;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void PopIn() => this.FadeIn(fade_duration);
|
||||
protected override void PopOut() => this.FadeOut(fade_duration);
|
||||
public override void Show() => this.FadeIn(fade_duration);
|
||||
public override void Hide() => this.FadeOut(fade_duration);
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user