Aaron Hong
2de6bb033b
Adjust default touch drum overlay size to be more comfortable on phones
2022-03-12 07:51:40 -08:00
Aaron Hong
9db80c3335
Code cleanup
2022-03-12 05:32:02 -08:00
Aaron Hong
6f99455d94
Improve centre input size fitting for legacy skins
2022-03-12 05:17:45 -08:00
Aaron Hong
ac17c047f6
Code formatting
2022-03-12 05:01:40 -08:00
Aaron Hong
848b005097
Remove unneccessary whitespace
2022-03-11 04:48:57 -08:00
Aaron Hong
35053eaeba
Show and hide osu!taiko touch controls overlay based on most recent input type detected
2022-03-11 04:43:57 -08:00
Aaron Hong
c33a661a49
osu!taiko touch implementation syntax formatting cleanup
2022-03-11 03:36:03 -08:00
Aaron Hong
1ed06f30e7
osu!Taiko touch implementation code cleanup
2022-03-11 03:33:03 -08:00
Aaron Hong
5ce57fa34a
Improve readability for getTaikoActionFromInput
2022-03-10 06:17:06 -08:00
Aaron Hong
317869078f
Basic functionality for Taiko touch input now complete
2022-03-10 05:09:07 -08:00
Aaron Hong
a25b6e6a09
Proof of Concept draft for Taiko touch input
2022-03-10 00:42:58 -08:00
Susko3
19467e58c1
Remove unused params from BDL methods
2022-01-15 01:06:39 +01:00
Dean Herbert
1eed2436e6
Clean up unused resolved properties
2021-12-03 18:49:49 +09:00
Dean Herbert
6944151486
Apply batch fixing of built-in types using var
2021-10-27 13:04:41 +09:00
Dean Herbert
32afd3f426
Replace all basic usages
2021-10-02 02:22:23 +09:00
smoogipoo
c9e76783e6
Fix taiko HD not calculating pre-empt correctly
2021-09-17 17:24:03 +09:00
smoogipoo
f9d5abff8a
Update with keybinding changes
2021-09-16 18:26:12 +09:00
Dean Herbert
b907c2f4f6
Fix osu! judgements getting scaled twice over different durations
2021-09-02 16:31:43 +09:00
Salman Ahmed
cea632463e
Remove empty newline
2021-08-26 22:30:20 +03:00
Dean Herbert
90e81a595d
Move DrumSampleTriggerSource
into its own class to avoid nested references
2021-08-26 17:19:46 +09:00
Dean Herbert
8e0a04c4e5
Update taiko InputDrum
to use new trigger logic
2021-08-25 16:56:44 +09:00
Dean Herbert
6bbc23c831
Merge pull request #14106 from smoogipoo/taiko-classic-mod
...
Make taiko classic mod emulate the classic "4:3" scroll speed
2021-08-02 22:22:26 +09:00
smoogipoo
9327bc169b
Make TaikoModClassic use classic-like scroll speed
2021-08-02 20:01:46 +09:00
smoogipoo
c023ce78d7
Match osu!stable taiko playfield size at 16:9
2021-08-02 18:48:32 +09:00
Dan Balasescu
791855dfa0
Merge branch 'master' into legacy-skin-default-fallback
2021-06-08 16:54:26 +09:00
Dean Herbert
273d66a0e0
Fix TaikoMascot
texture animation lookups
2021-06-08 00:42:34 +09:00
ekrctb
2c9e5b6c7e
Replace EntryCrossedBoundary
with more useful RemoveRewoundEntry
property
...
It can be used for dynamically added entries.
2021-06-03 15:00:16 +09:00
smoogipoo
0c3c8141da
Remove Expires and RemoveWhenNotAlive override
2021-03-18 19:39:42 +09:00
Bartłomiej Dach
72c18fbdfe
Restructure explosion animation to avoid resetting transforms on free
2021-03-15 21:21:52 +01:00
Bartłomiej Dach
58220481db
Rename I{-> Animatable}HitExplosion
2021-03-15 20:39:02 +01:00
Bartłomiej Dach
8b74666cc3
Add support for pooling explosions in taiko
2021-03-14 16:15:33 +01:00
Bartłomiej Dach
8f4dadb06a
Enable pooling for taiko judgements
2021-03-06 17:38:04 +01:00
Bartłomiej Dach
b24fc1922e
Enable pooling for taiko DHOs
2020-12-20 18:44:47 +01:00
Bartłomiej Dach
5d575d2a9b
Accept proxied content via OnNewDrawableHitObject
...
In the non-pooled case, `OnNewDrawableHitObject()` will be called
automatically on each new DHO via `Playfield.Add(DrawableHitObject)`.
In the pooled case, it will be called via `Playfield`'s implementation
of `GetPooledDrawableRepresentation(HitObject, DrawableHitObject)`.
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
62da4eff37
Route new result callback via playfield
...
Follows route taken by osu! and catch (and required for proper pooling
support).
2020-12-20 18:26:45 +01:00
Bartłomiej Dach
ae6dedacaf
Implement nested strong hit application
2020-12-20 16:26:39 +01:00
Dean Herbert
88b3bf06e8
Merge branch 'master' into add-bundle-header
2020-12-16 13:40:15 +09:00
Bartłomiej Dach
5af1ac1b53
Rename TaikoStrong{-> able}HitObject
2020-12-14 21:46:02 +01:00
Bartłomiej Dach
7ba04a2cc3
Merge branch 'master' into taiko-strong-state-refactor
2020-12-14 21:44:50 +01:00
Dean Herbert
1793385e96
Pass a score to the replay recorder to allow reading more general scoring data
2020-12-14 16:52:14 +09:00
Bartłomiej Dach
ea09cbddc6
Register bar line pool & use in drawable ruleset
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
a8e86a20e1
Unify bar line types & prepare for pooling
2020-12-13 22:31:33 +01:00
Bartłomiej Dach
beee9b89d5
Change bar line SHOC to nested playfield
2020-12-13 22:12:26 +01:00
Bartłomiej Dach
f74567e8eb
Introduce base class for hitobjects that can be strong
2020-12-13 12:36:39 +01:00
Dean Herbert
f29aa9c4fc
Move taiko barlines to their own ScrollingHitObjectContainer to avoid being considered as a selectable object
2020-11-27 14:35:12 +09:00
Dean Herbert
dc38aeac43
Remove unnecessary local definition of colour logic from taiko judgement
2020-11-16 17:23:02 +09:00
Bartłomiej Dach
891218ec6b
Inline empty explosion in legacy transformer
2020-11-11 09:11:33 +01:00
Bartłomiej Dach
be4735cd2b
Explicitly set lifetime to ensure empty drawables are cleaned up
2020-11-10 14:57:51 +01:00
Bartłomiej Dach
ed01d37966
Reintroduce KiaiHitExplosion as skinnable
2020-11-10 14:08:10 +01:00
Bartłomiej Dach
f245696947
Move {-> Default}KiaiHitExplosion
2020-11-10 13:24:32 +01:00