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Merge branch 'master' into fix-spinner-rpm-user-rate-adjust
This commit is contained in:
commit
fd58a24183
@ -31,6 +31,9 @@ namespace osu.Game.Rulesets.Catch.Replays
|
||||
|
||||
public override Replay Generate()
|
||||
{
|
||||
if (Beatmap.HitObjects.Count == 0)
|
||||
return Replay;
|
||||
|
||||
// todo: add support for HT DT
|
||||
const double dash_speed = Catcher.BASE_SPEED;
|
||||
const double movement_speed = dash_speed / 2;
|
||||
|
@ -46,6 +46,9 @@ namespace osu.Game.Rulesets.Mania.Replays
|
||||
|
||||
public override Replay Generate()
|
||||
{
|
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if (Beatmap.HitObjects.Count == 0)
|
||||
return Replay;
|
||||
|
||||
var pointGroups = generateActionPoints().GroupBy(a => a.Time).OrderBy(g => g.First().Time);
|
||||
|
||||
var actions = new List<ManiaAction>();
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||||
|
@ -8,6 +8,7 @@ using osu.Game.Beatmaps;
|
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using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
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using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
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using osu.Game.Rulesets.Osu.UI;
|
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using osu.Game.Rulesets.UI;
|
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using osuTK;
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@ -20,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Edit
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
|
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private const double editor_hit_object_fade_out_extension = 500;
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private const double editor_hit_object_fade_out_extension = 700;
|
||||
|
||||
public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
|
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: base(ruleset, beatmap, mods)
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@ -32,20 +33,37 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
private void updateState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
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switch (state)
|
||||
if (state == ArmedState.Idle)
|
||||
return;
|
||||
|
||||
// adjust the visuals of certain object types to make them stay on screen for longer than usual.
|
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switch (hitObject)
|
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{
|
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case ArmedState.Miss:
|
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// Get the existing fade out transform
|
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
|
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if (existing == null)
|
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return;
|
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default:
|
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// there are quite a few drawable hit types we don't want to extent (spinners, ticks etc.)
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return;
|
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|
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hitObject.RemoveTransform(existing);
|
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case DrawableSlider _:
|
||||
// no specifics to sliders but let them fade slower below.
|
||||
break;
|
||||
|
||||
using (hitObject.BeginAbsoluteSequence(existing.StartTime))
|
||||
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
|
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case DrawableHitCircle circle: // also handles slider heads
|
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circle.ApproachCircle
|
||||
.FadeOutFromOne(editor_hit_object_fade_out_extension)
|
||||
.Expire();
|
||||
break;
|
||||
}
|
||||
|
||||
// Get the existing fade out transform
|
||||
var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
|
||||
|
||||
if (existing == null)
|
||||
return;
|
||||
|
||||
hitObject.RemoveTransform(existing);
|
||||
|
||||
using (hitObject.BeginAbsoluteSequence(existing.StartTime))
|
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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|
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protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
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|
@ -72,6 +72,9 @@ namespace osu.Game.Rulesets.Osu.Replays
|
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|
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public override Replay Generate()
|
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{
|
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if (Beatmap.HitObjects.Count == 0)
|
||||
return Replay;
|
||||
|
||||
buttonIndex = 0;
|
||||
|
||||
AddFrameToReplay(new OsuReplayFrame(-100000, new Vector2(256, 500)));
|
||||
|
@ -0,0 +1,55 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
public abstract class DrawableTaikoRulesetTestScene : OsuTestScene
|
||||
{
|
||||
protected DrawableTaikoRuleset DrawableRuleset { get; private set; }
|
||||
protected Container PlayfieldContainer { get; private set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
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private void load()
|
||||
{
|
||||
var controlPointInfo = new ControlPointInfo();
|
||||
controlPointInfo.Add(0, new TimingControlPoint());
|
||||
|
||||
WorkingBeatmap beatmap = CreateWorkingBeatmap(new Beatmap
|
||||
{
|
||||
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
|
||||
BeatmapInfo = new BeatmapInfo
|
||||
{
|
||||
BaseDifficulty = new BeatmapDifficulty(),
|
||||
Metadata = new BeatmapMetadata
|
||||
{
|
||||
Artist = @"Unknown",
|
||||
Title = @"Sample Beatmap",
|
||||
AuthorString = @"peppy",
|
||||
},
|
||||
Ruleset = new TaikoRuleset().RulesetInfo
|
||||
},
|
||||
ControlPointInfo = controlPointInfo
|
||||
});
|
||||
|
||||
Add(PlayfieldContainer = new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 768,
|
||||
Children = new[] { DrawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) }
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
@ -2,26 +2,36 @@
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||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
internal class DrawableTestHit : DrawableTaikoHitObject
|
||||
public class DrawableTestHit : DrawableHit
|
||||
{
|
||||
private readonly HitResult type;
|
||||
public readonly HitResult Type;
|
||||
|
||||
public DrawableTestHit(Hit hit, HitResult type = HitResult.Great)
|
||||
: base(hit)
|
||||
{
|
||||
this.type = type;
|
||||
Type = type;
|
||||
|
||||
HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
}
|
||||
|
||||
protected override void UpdateInitialTransforms()
|
||||
{
|
||||
// base implementation in DrawableHitObject forces alpha to 1.
|
||||
// suppress locally to allow hiding the visuals wherever necessary.
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Result.Type = type;
|
||||
Result.Type = Type;
|
||||
}
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
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||||
|
@ -2,17 +2,14 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
public class DrawableTestStrongHit : DrawableHit
|
||||
public class DrawableTestStrongHit : DrawableTestHit
|
||||
{
|
||||
private readonly HitResult type;
|
||||
private readonly bool hitBoth;
|
||||
|
||||
public DrawableTestStrongHit(double startTime, HitResult type = HitResult.Great, bool hitBoth = true)
|
||||
@ -20,12 +17,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
IsStrong = true,
|
||||
StartTime = startTime,
|
||||
})
|
||||
}, type)
|
||||
{
|
||||
// in order to create nested strong hit
|
||||
HitObject.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
|
||||
this.type = type;
|
||||
this.hitBoth = hitBoth;
|
||||
}
|
||||
|
||||
@ -33,10 +26,8 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
base.LoadAsyncComplete();
|
||||
|
||||
Result.Type = type;
|
||||
|
||||
var nestedStrongHit = (DrawableStrongNestedHit)NestedHitObjects.Single();
|
||||
nestedStrongHit.Result.Type = hitBoth ? type : HitResult.Miss;
|
||||
nestedStrongHit.Result.Type = hitBoth ? Type : HitResult.Miss;
|
||||
}
|
||||
|
||||
public override bool OnPressed(TaikoAction action) => false;
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||||
|
@ -212,7 +212,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
foreach (var playfield in playfields)
|
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{
|
||||
var hit = new DrawableTestHit(new Hit(), judgementResult.Type);
|
||||
Add(hit);
|
||||
playfield.Add(hit);
|
||||
|
||||
playfield.OnNewResult(hit, judgementResult);
|
||||
}
|
||||
|
@ -6,7 +6,6 @@ using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
@ -29,15 +28,17 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
AddStep("Good", () => SetContents(() => getContentFor(createStrongHit(HitResult.Good, hitBoth))));
|
||||
}
|
||||
|
||||
private Drawable getContentFor(DrawableTaikoHitObject hit)
|
||||
private Drawable getContentFor(DrawableTestHit hit)
|
||||
{
|
||||
return new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
hit,
|
||||
new HitExplosion(hit)
|
||||
// the hit needs to be added to hierarchy in order for nested objects to be created correctly.
|
||||
// setting zero alpha is supposed to prevent the test from looking broken.
|
||||
hit.With(h => h.Alpha = 0),
|
||||
new HitExplosion(hit, hit.Type)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
@ -46,9 +47,8 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
|
||||
};
|
||||
}
|
||||
|
||||
private DrawableTaikoHitObject createHit(HitResult type) => new DrawableTestHit(new Hit { StartTime = Time.Current }, type);
|
||||
private DrawableTestHit createHit(HitResult type) => new DrawableTestHit(new Hit { StartTime = Time.Current }, type);
|
||||
|
||||
private DrawableTaikoHitObject createStrongHit(HitResult type, bool hitBoth)
|
||||
=> new DrawableTestStrongHit(Time.Current, type, hitBoth);
|
||||
private DrawableTestHit createStrongHit(HitResult type, bool hitBoth) => new DrawableTestStrongHit(Time.Current, type, hitBoth);
|
||||
}
|
||||
}
|
||||
|
48
osu.Game.Rulesets.Taiko.Tests/TestSceneFlyingHits.cs
Normal file
48
osu.Game.Rulesets.Taiko.Tests/TestSceneFlyingHits.cs
Normal file
@ -0,0 +1,48 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneFlyingHits : DrawableTaikoRulesetTestScene
|
||||
{
|
||||
[TestCase(HitType.Centre)]
|
||||
[TestCase(HitType.Rim)]
|
||||
public void TestFlyingHits(HitType hitType)
|
||||
{
|
||||
DrawableFlyingHit flyingHit = null;
|
||||
|
||||
AddStep("add flying hit", () =>
|
||||
{
|
||||
addFlyingHit(hitType);
|
||||
|
||||
// flying hits all land in one common scrolling container (and stay there for rewind purposes),
|
||||
// so we need to manually get the latest one.
|
||||
flyingHit = this.ChildrenOfType<DrawableFlyingHit>()
|
||||
.OrderByDescending(h => h.HitObject.StartTime)
|
||||
.FirstOrDefault();
|
||||
});
|
||||
|
||||
AddAssert("hit type is correct", () => flyingHit.HitObject.Type == hitType);
|
||||
}
|
||||
|
||||
private void addFlyingHit(HitType hitType)
|
||||
{
|
||||
var tick = new DrumRollTick { HitWindows = HitWindows.Empty, StartTime = DrawableRuleset.Playfield.Time.Current };
|
||||
|
||||
DrawableDrumRollTick h;
|
||||
DrawableRuleset.Playfield.Add(h = new DrawableDrumRollTick(tick) { JudgementType = hitType });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(tick, new TaikoDrumRollTickJudgement()) { Type = HitResult.Perfect });
|
||||
}
|
||||
}
|
||||
}
|
@ -2,11 +2,9 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
@ -18,13 +16,12 @@ using osu.Game.Rulesets.Taiko.Judgements;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Tests.Visual;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class TestSceneHits : OsuTestScene
|
||||
public class TestSceneHits : DrawableTaikoRulesetTestScene
|
||||
{
|
||||
private const double default_duration = 3000;
|
||||
private const float scroll_time = 1000;
|
||||
@ -32,8 +29,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
protected override double TimePerAction => default_duration * 2;
|
||||
|
||||
private readonly Random rng = new Random(1337);
|
||||
private DrawableTaikoRuleset drawableRuleset;
|
||||
private Container playfieldContainer;
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
@ -64,35 +59,6 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
AddStep("Height test 4", () => changePlayfieldSize(4));
|
||||
AddStep("Height test 5", () => changePlayfieldSize(5));
|
||||
AddStep("Reset height", () => changePlayfieldSize(6));
|
||||
|
||||
var controlPointInfo = new ControlPointInfo();
|
||||
controlPointInfo.Add(0, new TimingControlPoint());
|
||||
|
||||
WorkingBeatmap beatmap = CreateWorkingBeatmap(new Beatmap
|
||||
{
|
||||
HitObjects = new List<HitObject> { new Hit { Type = HitType.Centre } },
|
||||
BeatmapInfo = new BeatmapInfo
|
||||
{
|
||||
BaseDifficulty = new BeatmapDifficulty(),
|
||||
Metadata = new BeatmapMetadata
|
||||
{
|
||||
Artist = @"Unknown",
|
||||
Title = @"Sample Beatmap",
|
||||
AuthorString = @"peppy",
|
||||
},
|
||||
Ruleset = new TaikoRuleset().RulesetInfo
|
||||
},
|
||||
ControlPointInfo = controlPointInfo
|
||||
});
|
||||
|
||||
Add(playfieldContainer = new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Height = 768,
|
||||
Children = new[] { drawableRuleset = new DrawableTaikoRuleset(new TaikoRuleset(), beatmap.GetPlayableBeatmap(new TaikoRuleset().RulesetInfo)) }
|
||||
});
|
||||
}
|
||||
|
||||
private void changePlayfieldSize(int step)
|
||||
@ -128,11 +94,11 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
switch (step)
|
||||
{
|
||||
default:
|
||||
playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
|
||||
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, rng.Next(25, 400)), 500);
|
||||
break;
|
||||
|
||||
case 6:
|
||||
playfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
|
||||
PlayfieldContainer.Delay(delay).ResizeTo(new Vector2(1, TaikoPlayfield.DEFAULT_HEIGHT), 500);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -149,9 +115,9 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
|
||||
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
|
||||
|
||||
Add(h);
|
||||
DrawableRuleset.Playfield.Add(h);
|
||||
|
||||
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
|
||||
}
|
||||
|
||||
private void addStrongHitJudgement(bool kiai)
|
||||
@ -166,37 +132,37 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
|
||||
var h = new DrawableTestHit(hit) { X = RNG.NextSingle(hitResult == HitResult.Good ? -0.1f : -0.05f, hitResult == HitResult.Good ? 0.1f : 0.05f) };
|
||||
|
||||
Add(h);
|
||||
DrawableRuleset.Playfield.Add(h);
|
||||
|
||||
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
|
||||
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = hitResult });
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(new TestStrongNestedHit(h), new JudgementResult(new HitObject(), new TaikoStrongJudgement()) { Type = HitResult.Great });
|
||||
}
|
||||
|
||||
private void addMissJudgement()
|
||||
{
|
||||
DrawableTestHit h;
|
||||
Add(h = new DrawableTestHit(new Hit(), HitResult.Miss));
|
||||
((TaikoPlayfield)drawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = HitResult.Miss });
|
||||
DrawableRuleset.Playfield.Add(h = new DrawableTestHit(new Hit(), HitResult.Miss));
|
||||
((TaikoPlayfield)DrawableRuleset.Playfield).OnNewResult(h, new JudgementResult(new HitObject(), new TaikoJudgement()) { Type = HitResult.Miss });
|
||||
}
|
||||
|
||||
private void addBarLine(bool major, double delay = scroll_time)
|
||||
{
|
||||
BarLine bl = new BarLine { StartTime = drawableRuleset.Playfield.Time.Current + delay };
|
||||
BarLine bl = new BarLine { StartTime = DrawableRuleset.Playfield.Time.Current + delay };
|
||||
|
||||
drawableRuleset.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
|
||||
DrawableRuleset.Playfield.Add(major ? new DrawableBarLineMajor(bl) : new DrawableBarLine(bl));
|
||||
}
|
||||
|
||||
private void addSwell(double duration = default_duration)
|
||||
{
|
||||
var swell = new Swell
|
||||
{
|
||||
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
Duration = duration,
|
||||
};
|
||||
|
||||
swell.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
|
||||
drawableRuleset.Playfield.Add(new DrawableSwell(swell));
|
||||
DrawableRuleset.Playfield.Add(new DrawableSwell(swell));
|
||||
}
|
||||
|
||||
private void addDrumRoll(bool strong, double duration = default_duration, bool kiai = false)
|
||||
@ -206,7 +172,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
|
||||
var d = new DrumRoll
|
||||
{
|
||||
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong,
|
||||
Duration = duration,
|
||||
TickRate = 8,
|
||||
@ -217,33 +183,33 @@ namespace osu.Game.Rulesets.Taiko.Tests
|
||||
|
||||
d.ApplyDefaults(cpi, new BeatmapDifficulty());
|
||||
|
||||
drawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
|
||||
DrawableRuleset.Playfield.Add(new DrawableDrumRoll(d));
|
||||
}
|
||||
|
||||
private void addCentreHit(bool strong)
|
||||
{
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong
|
||||
};
|
||||
|
||||
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
|
||||
drawableRuleset.Playfield.Add(new DrawableHit(h));
|
||||
DrawableRuleset.Playfield.Add(new DrawableHit(h));
|
||||
}
|
||||
|
||||
private void addRimHit(bool strong)
|
||||
{
|
||||
Hit h = new Hit
|
||||
{
|
||||
StartTime = drawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
StartTime = DrawableRuleset.Playfield.Time.Current + scroll_time,
|
||||
IsStrong = strong
|
||||
};
|
||||
|
||||
h.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
|
||||
drawableRuleset.Playfield.Add(new DrawableHit(h));
|
||||
DrawableRuleset.Playfield.Add(new DrawableHit(h));
|
||||
}
|
||||
|
||||
private class TestStrongNestedHit : DrawableStrongNestedHit
|
||||
|
@ -57,7 +57,13 @@ namespace osu.Game.Rulesets.Taiko.Edit
|
||||
ChangeHandler.BeginChange();
|
||||
|
||||
foreach (var h in hits)
|
||||
h.IsStrong = state;
|
||||
{
|
||||
if (h.IsStrong != state)
|
||||
{
|
||||
h.IsStrong = state;
|
||||
EditorBeatmap.UpdateHitObject(h);
|
||||
}
|
||||
}
|
||||
|
||||
ChangeHandler.EndChange();
|
||||
}
|
||||
|
@ -27,5 +27,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
|
||||
base.LoadComplete();
|
||||
ApplyResult(r => r.Type = r.Judgement.MaxResult);
|
||||
}
|
||||
|
||||
protected override void LoadSamples()
|
||||
{
|
||||
// block base call - flying hits are not supposed to play samples
|
||||
// the base call could overwrite the type of this hit
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -30,6 +30,9 @@ namespace osu.Game.Rulesets.Taiko.Replays
|
||||
|
||||
public override Replay Generate()
|
||||
{
|
||||
if (Beatmap.HitObjects.Count == 0)
|
||||
return Replay;
|
||||
|
||||
bool hitButton = true;
|
||||
|
||||
Frames.Add(new TaikoReplayFrame(-100000));
|
||||
|
@ -15,8 +15,14 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
{
|
||||
internal class DefaultHitExplosion : CircularContainer
|
||||
{
|
||||
[Resolved]
|
||||
private DrawableHitObject judgedObject { get; set; }
|
||||
private readonly DrawableHitObject judgedObject;
|
||||
private readonly HitResult result;
|
||||
|
||||
public DefaultHitExplosion(DrawableHitObject judgedObject, HitResult result)
|
||||
{
|
||||
this.judgedObject = judgedObject;
|
||||
this.result = result;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
@ -31,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
Alpha = 0.15f;
|
||||
Masking = true;
|
||||
|
||||
if (judgedObject.Result.Type == HitResult.Miss)
|
||||
if (result == HitResult.Miss)
|
||||
return;
|
||||
|
||||
bool isRim = (judgedObject.HitObject as Hit)?.Type == HitType.Rim;
|
||||
|
@ -25,15 +25,18 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
[Cached(typeof(DrawableHitObject))]
|
||||
public readonly DrawableHitObject JudgedObject;
|
||||
|
||||
private readonly HitResult result;
|
||||
|
||||
private SkinnableDrawable skinnable;
|
||||
|
||||
public override double LifetimeStart => skinnable.Drawable.LifetimeStart;
|
||||
|
||||
public override double LifetimeEnd => skinnable.Drawable.LifetimeEnd;
|
||||
|
||||
public HitExplosion(DrawableHitObject judgedObject)
|
||||
public HitExplosion(DrawableHitObject judgedObject, HitResult result)
|
||||
{
|
||||
JudgedObject = judgedObject;
|
||||
this.result = result;
|
||||
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
@ -47,14 +50,12 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
Child = skinnable = new SkinnableDrawable(new TaikoSkinComponent(getComponentName(JudgedObject)), _ => new DefaultHitExplosion());
|
||||
Child = skinnable = new SkinnableDrawable(new TaikoSkinComponent(getComponentName(JudgedObject)), _ => new DefaultHitExplosion(JudgedObject, result));
|
||||
}
|
||||
|
||||
private TaikoSkinComponents getComponentName(DrawableHitObject judgedObject)
|
||||
{
|
||||
var resultType = judgedObject.Result?.Type ?? HitResult.Great;
|
||||
|
||||
switch (resultType)
|
||||
switch (result)
|
||||
{
|
||||
case HitResult.Miss:
|
||||
return TaikoSkinComponents.TaikoExplosionMiss;
|
||||
|
@ -9,6 +9,7 @@ using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Rulesets.UI.Scrolling;
|
||||
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
||||
@ -206,8 +207,7 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
});
|
||||
|
||||
var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
|
||||
|
||||
addExplosion(judgedObject, type);
|
||||
addExplosion(judgedObject, result.Type, type);
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -219,9 +219,9 @@ namespace osu.Game.Rulesets.Taiko.UI
|
||||
/// As legacy skins have different explosions for singular and double strong hits,
|
||||
/// explosion addition is scheduled to ensure that both hits are processed if they occur on the same frame.
|
||||
/// </remarks>
|
||||
private void addExplosion(DrawableHitObject drawableObject, HitType type) => Schedule(() =>
|
||||
private void addExplosion(DrawableHitObject drawableObject, HitResult result, HitType type) => Schedule(() =>
|
||||
{
|
||||
hitExplosionContainer.Add(new HitExplosion(drawableObject));
|
||||
hitExplosionContainer.Add(new HitExplosion(drawableObject, result));
|
||||
if (drawableObject.HitObject.Kiai)
|
||||
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
|
||||
});
|
||||
|
@ -2,7 +2,9 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit;
|
||||
|
||||
namespace osu.Game.Tests.Editing
|
||||
@ -13,11 +15,12 @@ namespace osu.Game.Tests.Editing
|
||||
[Test]
|
||||
public void TestSaveRestoreState()
|
||||
{
|
||||
var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
@ -29,15 +32,48 @@ namespace osu.Game.Tests.Editing
|
||||
Assert.That(handler.CanRedo.Value, Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSaveSameStateDoesNotSave()
|
||||
{
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
Assert.That(handler.CanRedo.Value, Is.False);
|
||||
|
||||
string hash = handler.CurrentStateHash;
|
||||
|
||||
// save a save without making any changes
|
||||
handler.SaveState();
|
||||
|
||||
Assert.That(hash, Is.EqualTo(handler.CurrentStateHash));
|
||||
|
||||
handler.RestoreState(-1);
|
||||
|
||||
Assert.That(hash, Is.Not.EqualTo(handler.CurrentStateHash));
|
||||
|
||||
// we should only be able to restore once even though we saved twice.
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
Assert.That(handler.CanRedo.Value, Is.True);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestMaxStatesSaved()
|
||||
{
|
||||
var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
|
||||
for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES; i++)
|
||||
{
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
}
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
|
||||
@ -53,12 +89,15 @@ namespace osu.Game.Tests.Editing
|
||||
[Test]
|
||||
public void TestMaxStatesExceeded()
|
||||
{
|
||||
var handler = new EditorChangeHandler(new EditorBeatmap(new Beatmap()));
|
||||
var (handler, beatmap) = createChangeHandler();
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
|
||||
for (int i = 0; i < EditorChangeHandler.MAX_SAVED_STATES * 2; i++)
|
||||
{
|
||||
addArbitraryChange(beatmap);
|
||||
handler.SaveState();
|
||||
}
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.True);
|
||||
|
||||
@ -70,5 +109,17 @@ namespace osu.Game.Tests.Editing
|
||||
|
||||
Assert.That(handler.CanUndo.Value, Is.False);
|
||||
}
|
||||
|
||||
private (EditorChangeHandler, EditorBeatmap) createChangeHandler()
|
||||
{
|
||||
var beatmap = new EditorBeatmap(new Beatmap());
|
||||
|
||||
return (new EditorChangeHandler(beatmap), beatmap);
|
||||
}
|
||||
|
||||
private void addArbitraryChange(EditorBeatmap beatmap)
|
||||
{
|
||||
beatmap.Add(new HitCircle { StartTime = RNG.Next(0, 100000) });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,15 +1,18 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Threading;
|
||||
using NUnit.Framework;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Framework.Testing;
|
||||
using osu.Framework.Timing;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Tests.Visual;
|
||||
|
||||
@ -175,6 +178,24 @@ namespace osu.Game.Tests.Gameplay
|
||||
assertHealthNotEqualTo(0);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestSingleLongObjectDoesNotDrain()
|
||||
{
|
||||
var beatmap = new Beatmap
|
||||
{
|
||||
HitObjects = { new JudgeableLongHitObject() }
|
||||
};
|
||||
|
||||
beatmap.HitObjects[0].ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());
|
||||
|
||||
createProcessor(beatmap);
|
||||
setTime(0);
|
||||
assertHealthEqualTo(1);
|
||||
|
||||
setTime(5000);
|
||||
assertHealthEqualTo(1);
|
||||
}
|
||||
|
||||
private Beatmap createBeatmap(double startTime, double endTime, params BreakPeriod[] breaks)
|
||||
{
|
||||
var beatmap = new Beatmap
|
||||
@ -235,5 +256,23 @@ namespace osu.Game.Tests.Gameplay
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private class JudgeableLongHitObject : JudgeableHitObject, IHasDuration
|
||||
{
|
||||
public double EndTime => StartTime + Duration;
|
||||
public double Duration { get; set; } = 5000;
|
||||
|
||||
public JudgeableLongHitObject()
|
||||
: base(false)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void CreateNestedHitObjects(CancellationToken cancellationToken)
|
||||
{
|
||||
base.CreateNestedHitObjects(cancellationToken);
|
||||
|
||||
AddNested(new JudgeableHitObject());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -12,6 +12,14 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
protected new OverlayTestPlayer Player => base.Player as OverlayTestPlayer;
|
||||
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
|
||||
AddUntilStep("gameplay has started",
|
||||
() => Player.GameplayClockContainer.GameplayClock.CurrentTime > Player.DrawableRuleset.GameplayStartTime);
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestGameplayOverlayActivation()
|
||||
{
|
||||
@ -21,7 +29,7 @@ namespace osu.Game.Tests.Visual.Gameplay
|
||||
[Test]
|
||||
public void TestGameplayOverlayActivationPaused()
|
||||
{
|
||||
AddUntilStep("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
|
||||
AddAssert("activation mode is disabled", () => Player.OverlayActivationMode == OverlayActivation.Disabled);
|
||||
AddStep("pause gameplay", () => Player.Pause());
|
||||
AddUntilStep("activation mode is user triggered", () => Player.OverlayActivationMode == OverlayActivation.UserTriggered);
|
||||
}
|
||||
|
@ -112,6 +112,9 @@ namespace osu.Game.Graphics.Containers
|
||||
|
||||
CornerRadius = 5;
|
||||
|
||||
// needs to be set initially for the ResizeTo to respect minimum size
|
||||
Size = new Vector2(SCROLL_BAR_HEIGHT);
|
||||
|
||||
const float margin = 3;
|
||||
|
||||
Margin = new MarginPadding
|
||||
|
@ -45,15 +45,21 @@ namespace osu.Game.Rulesets.Edit
|
||||
base.LoadComplete();
|
||||
|
||||
beatmap.HitObjectAdded += addHitObject;
|
||||
beatmap.HitObjectUpdated += updateReplay;
|
||||
beatmap.HitObjectRemoved += removeHitObject;
|
||||
}
|
||||
|
||||
private void updateReplay(HitObject obj = null) =>
|
||||
drawableRuleset.RegenerateAutoplay();
|
||||
|
||||
private void addHitObject(HitObject hitObject)
|
||||
{
|
||||
var drawableObject = drawableRuleset.CreateDrawableRepresentation((TObject)hitObject);
|
||||
|
||||
drawableRuleset.Playfield.Add(drawableObject);
|
||||
drawableRuleset.Playfield.PostProcess();
|
||||
|
||||
updateReplay();
|
||||
}
|
||||
|
||||
private void removeHitObject(HitObject hitObject)
|
||||
@ -62,6 +68,8 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
drawableRuleset.Playfield.Remove(drawableObject);
|
||||
drawableRuleset.Playfield.PostProcess();
|
||||
|
||||
drawableRuleset.RegenerateAutoplay();
|
||||
}
|
||||
|
||||
public override bool PropagatePositionalInputSubTree => false;
|
||||
|
@ -76,7 +76,7 @@ namespace osu.Game.Rulesets.Edit
|
||||
|
||||
try
|
||||
{
|
||||
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap))
|
||||
drawableRulesetWrapper = new DrawableEditRulesetWrapper<TObject>(CreateDrawableRuleset(Ruleset, EditorBeatmap.PlayableBeatmap, new[] { Ruleset.GetAutoplayMod() }))
|
||||
{
|
||||
Clock = EditorClock,
|
||||
ProcessCustomClock = false
|
||||
|
@ -133,7 +133,7 @@ namespace osu.Game.Rulesets.Scoring
|
||||
|
||||
private double computeDrainRate()
|
||||
{
|
||||
if (healthIncreases.Count == 0)
|
||||
if (healthIncreases.Count <= 1)
|
||||
return 0;
|
||||
|
||||
int adjustment = 1;
|
||||
|
@ -151,8 +151,11 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
public virtual PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new PlayfieldAdjustmentContainer();
|
||||
|
||||
[Resolved]
|
||||
private OsuConfigManager config { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuConfigManager config, CancellationToken? cancellationToken)
|
||||
private void load(CancellationToken? cancellationToken)
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
@ -178,11 +181,18 @@ namespace osu.Game.Rulesets.UI
|
||||
.WithChild(ResumeOverlay)));
|
||||
}
|
||||
|
||||
applyRulesetMods(Mods, config);
|
||||
RegenerateAutoplay();
|
||||
|
||||
loadObjects(cancellationToken);
|
||||
}
|
||||
|
||||
public void RegenerateAutoplay()
|
||||
{
|
||||
// for now this is applying mods which aren't just autoplay.
|
||||
// we'll need to reconsider this flow in the future.
|
||||
applyRulesetMods(Mods, config);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates and adds drawable representations of hit objects to the play field.
|
||||
/// </summary>
|
||||
|
@ -126,39 +126,63 @@ namespace osu.Game.Rulesets.UI
|
||||
|
||||
try
|
||||
{
|
||||
if (!FrameStablePlayback)
|
||||
return;
|
||||
|
||||
if (firstConsumption)
|
||||
if (FrameStablePlayback)
|
||||
{
|
||||
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
|
||||
// Instead we perform an initial seek to the proposed time.
|
||||
if (firstConsumption)
|
||||
{
|
||||
// On the first update, frame-stability seeking would result in unexpected/unwanted behaviour.
|
||||
// Instead we perform an initial seek to the proposed time.
|
||||
|
||||
// process frame (in addition to finally clause) to clear out ElapsedTime
|
||||
manualClock.CurrentTime = newProposedTime;
|
||||
framedClock.ProcessFrame();
|
||||
// process frame (in addition to finally clause) to clear out ElapsedTime
|
||||
manualClock.CurrentTime = newProposedTime;
|
||||
framedClock.ProcessFrame();
|
||||
|
||||
firstConsumption = false;
|
||||
}
|
||||
else if (manualClock.CurrentTime < gameplayStartTime)
|
||||
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
|
||||
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
|
||||
{
|
||||
newProposedTime = newProposedTime > manualClock.CurrentTime
|
||||
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
|
||||
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
|
||||
firstConsumption = false;
|
||||
}
|
||||
else if (manualClock.CurrentTime < gameplayStartTime)
|
||||
manualClock.CurrentTime = newProposedTime = Math.Min(gameplayStartTime, newProposedTime);
|
||||
else if (Math.Abs(manualClock.CurrentTime - newProposedTime) > sixty_frame_time * 1.2f)
|
||||
{
|
||||
newProposedTime = newProposedTime > manualClock.CurrentTime
|
||||
? Math.Min(newProposedTime, manualClock.CurrentTime + sixty_frame_time)
|
||||
: Math.Max(newProposedTime, manualClock.CurrentTime - sixty_frame_time);
|
||||
}
|
||||
}
|
||||
|
||||
if (isAttached)
|
||||
{
|
||||
double? newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime);
|
||||
double? newTime;
|
||||
|
||||
if (newTime == null)
|
||||
if (FrameStablePlayback)
|
||||
{
|
||||
// we shouldn't execute for this time value. probably waiting on more replay data.
|
||||
validState = false;
|
||||
requireMoreUpdateLoops = true;
|
||||
return;
|
||||
// when stability is turned on, we shouldn't execute for time values the replay is unable to satisfy.
|
||||
if ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) == null)
|
||||
{
|
||||
// setting invalid state here ensures that gameplay will not continue (ie. our child
|
||||
// hierarchy won't be updated).
|
||||
validState = false;
|
||||
|
||||
// potentially loop to catch-up playback.
|
||||
requireMoreUpdateLoops = true;
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// when stability is disabled, we don't really care about accuracy.
|
||||
// looping over the replay will allow it to catch up and feed out the required values
|
||||
// for the current time.
|
||||
while ((newTime = ReplayInputHandler.SetFrameFromTime(newProposedTime)) != newProposedTime)
|
||||
{
|
||||
if (newTime == null)
|
||||
{
|
||||
// special case for when the replay actually can't arrive at the required time.
|
||||
// protects from potential endless loop.
|
||||
validState = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
newProposedTime = newTime.Value;
|
||||
|
@ -201,6 +201,10 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (isDraggingBlueprint)
|
||||
{
|
||||
// handle positional change etc.
|
||||
foreach (var obj in selectedHitObjects)
|
||||
Beatmap.UpdateHitObject(obj);
|
||||
|
||||
changeHandler?.EndChange();
|
||||
isDraggingBlueprint = false;
|
||||
}
|
||||
|
@ -212,6 +212,9 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
|
||||
if (blueprint != null)
|
||||
{
|
||||
// doing this post-creations as adding the default hit sample should be the case regardless of the ruleset.
|
||||
blueprint.HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_NORMAL });
|
||||
|
||||
placementBlueprintContainer.Child = currentPlacement = blueprint;
|
||||
|
||||
// Fixes a 1-frame position discrepancy due to the first mouse move event happening in the next frame
|
||||
|
@ -288,8 +288,7 @@ namespace osu.Game.Screens.Edit.Compose.Components
|
||||
{
|
||||
var comboInfo = h as IHasComboInformation;
|
||||
|
||||
if (comboInfo == null)
|
||||
continue;
|
||||
if (comboInfo == null || comboInfo.NewCombo == state) continue;
|
||||
|
||||
comboInfo.NewCombo = state;
|
||||
EditorBeatmap?.UpdateHitObject(h);
|
||||
|
@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Extensions;
|
||||
@ -89,23 +90,27 @@ namespace osu.Game.Screens.Edit
|
||||
if (isRestoring)
|
||||
return;
|
||||
|
||||
if (currentState < savedStates.Count - 1)
|
||||
savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
|
||||
|
||||
if (savedStates.Count > MAX_SAVED_STATES)
|
||||
savedStates.RemoveAt(0);
|
||||
|
||||
using (var stream = new MemoryStream())
|
||||
{
|
||||
using (var sw = new StreamWriter(stream, Encoding.UTF8, 1024, true))
|
||||
new LegacyBeatmapEncoder(editorBeatmap, editorBeatmap.BeatmapSkin).Encode(sw);
|
||||
|
||||
savedStates.Add(stream.ToArray());
|
||||
var newState = stream.ToArray();
|
||||
|
||||
// if the previous state is binary equal we don't need to push a new one, unless this is the initial state.
|
||||
if (savedStates.Count > 0 && newState.SequenceEqual(savedStates.Last())) return;
|
||||
|
||||
if (currentState < savedStates.Count - 1)
|
||||
savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1);
|
||||
|
||||
if (savedStates.Count > MAX_SAVED_STATES)
|
||||
savedStates.RemoveAt(0);
|
||||
|
||||
savedStates.Add(newState);
|
||||
|
||||
currentState = savedStates.Count - 1;
|
||||
updateBindables();
|
||||
}
|
||||
|
||||
currentState = savedStates.Count - 1;
|
||||
|
||||
updateBindables();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user