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Commit Graph

326 Commits

Author SHA1 Message Date
Bartłomiej Dach
0ac08158e3
Fix transforms from swell progress being cleared on completion by not using transforms 2025-02-12 13:25:42 +01:00
Nathan Du
ccc446a8ca code cleanup 2025-02-04 17:48:44 +08:00
Nathan Du
e794389fe8 further adjust swell behavior
The outstanding visual issues of the clear animation is fixed. The
HandleUserInput state management is removed as it no longer seems
necessary.
2025-02-01 13:34:52 +08:00
Nathan Du
a62a84a30f fix code style 2025-01-31 20:48:29 +08:00
Nathan Du
2a5540b392 remove ISkinnableSwell
This commit removes ISkinnableSwell for taiko swell animations. In place
of it, an event named UpdateHitProgress is added to DrawableSwell, and
the skin swells are converted to listen to said event and
ApplyCustomUpdateState, like how spinner skinning is implemented for
std.
2025-01-31 18:10:50 +08:00
Nathan Du
4fd8a4dc5a Merge taiko swell components
Per <https://github.com/ppy/osu/pull/21601/files#r1064167756>, taking a
variation of the "Make all swell main pieces implement
ISkinnableSwellPart" path. Should clean the interface up enough for
further refactors.
2025-01-31 16:55:39 +08:00
Joppe27
e2196e8b9b Rename methods and skin component + add comments 2025-01-31 10:24:45 +08:00
Joppe27
4a164b7b14 Add legacy taiko swell 2025-01-31 10:24:45 +08:00
Dean Herbert
d39a46f861
Merge pull request #30508 from bdach/taiko-strong-bug
Fix drum rolls losing width on strong state toggle in editor
2024-11-11 12:16:51 +09:00
Bartłomiej Dach
5668c62446
Fix drum roll editor blueprint size & input handling 2024-11-05 13:12:01 +01:00
Bartłomiej Dach
387fbc2214
Fix drum rolls losing width on strong state toggle in editor
Fixes https://github.com/ppy/osu/issues/30480.
2024-11-05 11:10:49 +01:00
Bartłomiej Dach
d7997cc93c
Implement taiko relax mod 2024-06-13 15:06:40 +02:00
Bartłomiej Dach
fb80d76b4a
Apply further changes to remove remaining weirdness 2024-02-05 13:37:38 +01:00
Bartłomiej Dach
efe6bb25b1
Refactor result application around again to remove requirement for fields
Co-authored-by: Dean Herbert <pe@ppy.sh>
2024-02-05 13:21:01 +01:00
Dean Herbert
6cfd2813ed
Fix incorrect cast 2024-01-26 16:52:03 +09:00
Chandler Stowell
682dab5d83 check if parent was hit in taiko's DrawableDrumRoll.CheckForResult 2024-01-25 11:30:52 -05:00
Chandler Stowell
93bd3ce5ae update DrawableHitCircle.ApplyResult to pass this to its callback 2024-01-25 11:25:41 -05:00
Chandler Stowell
d2775680e6 use stack to pass action state when applying hit results
this removes closure allocations
2024-01-24 13:13:45 -05:00
Dean Herbert
5341a335a6
Bypass Parent nullability checks for now 2023-10-17 17:48:45 +09:00
Dean Herbert
d660395850
Ensure there's no chance of a press being ignored during rewind flow 2023-10-05 23:02:45 +09:00
Bartłomiej Dach
a1368df62f
Allow judging at most one swell tick per frame 2023-10-04 19:08:03 +02:00
Bartłomiej Dach
7e98d319d8
Use update-invariant way of checking for second press on same frame
Fixes the same issue that 970ea50269 did,
but with no `AlwaysPresent` usage.
2023-07-25 20:07:03 +02:00
Bartłomiej Dach
9e960894c2
Add inline commentary about OnKilled() override 2023-07-15 18:22:04 +02:00
chayleaf
3e91d30825 move StrongNestedHit OnKilled to DrawableStrongNestedHit 2023-07-15 22:33:16 +07:00
chayleaf
7f957d3fbe Fix some taiko maps not finishing in some conditions
I don't know how to reproduce this issue in a test, so no tests for now.
Nonetheless, this fixes the issue for me at least on one map:
https://osu.ppy.sh/beatmapsets/1899665#taiko/3915653

This workaround is similar to #16475 (the test from that commit got
eventually removed for some reason).
2023-07-15 20:24:40 +07:00
Dean Herbert
259ac6d427 Fix osu!taiko swells eating input after already being judged 2023-07-13 13:32:20 +09:00
Dean Herbert
a9587fd1aa Move strong hit handling to DrumSamplePlayer and separte trigger sources 2023-07-05 18:44:27 +09:00
Dean Herbert
e87cf6d256 Move all remaining osu!taiko sample playback logic out of DrawableHitObjects 2023-06-30 15:21:34 +09:00
Dean Herbert
df5b389629 Manual fixes to reduce warnings to zero 2023-06-24 01:52:53 +09:00
Dean Herbert
0ab0c52ad5 Automated pass 2023-06-24 01:00:03 +09:00
Bartłomiej Dach
9915fac2c8
Fix sample silence being one level too low
4a7b011a53 inadvertently unearthed that
nested strong hits could play samples of their own accord, rather than
delegating to `DrumSampleTriggerSource` as they were supposed to. This
was an unfortunate omission due to how the inheritance structure of
`TaikoHitObject` looks like (some irrelevant classes omitted for
brevity):

	DrawableTaikoHitObject
		DrawableTaikoHitObject<TObject> <-- `GetSamples()` was overridden to empty here
			DrawableTaikoStrongableHitObject
				DrawableHit
				DrawableDrumRoll
				DrawableDrumRollTick
			DrawableSwell
			DrawableSwellTick
		DrawableStrongNestedHit <-- all strong nested hits are here => didn't receive `GetSamples()` override
			DrawableHit.StrongNestedHit
			DrawableDrumRoll.StrongNestedHit
			DrawableDrumRollTick.StrongNestedHit

To fix, move the `GetSamples()` override one level higher, to the
non-generic `DrawableTaikoHitObject`, to suppress the spurious sample
playbacks.

The stale reference in the comment was also updated to match current
code.
2023-05-21 18:58:26 +02:00
Dean Herbert
da8ab7143b
Merge branch 'master' into maximum-judgement-offset-in-hit-object 2023-02-15 14:48:15 +09:00
Bartłomiej Dach
67b6df3172
Reword ambiguous xmldoc 2023-02-12 13:31:29 +01:00
Dean Herbert
9d09141ab7 Move taiko-specific property out of DrawableHitObject 2023-02-12 16:09:28 +09:00
Dean Herbert
34d1890f1c Change snapping to only apply to classic mod 2023-02-09 18:22:14 +09:00
OpenSauce
df1355ea4b Taiko hit objects now snap to hit target 2023-02-08 10:59:08 +00:00
ekrctb
11e1b22bf5 Move MaximumJudgementOffset to HitObject
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
Dan Balasescu
7bc8908ca9 Partial everything 2022-11-27 00:00:27 +09:00
Bartłomiej Dach
7379f6fe20
Merge branch 'master' into argon-taiko 2022-11-12 01:56:30 +09:00
Dan Balasescu
8063dcd74a
Merge pull request #21148 from peppy/taiko-barline-separation
Move major barline portion to default implementation to allow for further customisation
2022-11-11 16:40:51 +09:00
Dan Balasescu
1a1a186d22 Merge branch 'master' into taiko-barline-separation 2022-11-11 15:47:06 +09:00
Dan Balasescu
f25a8ee4a6 Merge branch 'master' into taiko-tick-trackiung 2022-11-11 15:41:06 +09:00
Dan Balasescu
606d42c679
Merge pull request #21184 from peppy/skinnable-things-cleanup
Skinnable class naming pass
2022-11-10 12:52:08 +09:00
Dean Herbert
1aa0e40f2f Add "Component" prefix to lookup naming 2022-11-09 17:46:43 +09:00
Dean Herbert
c908969d9b Rename ISkinComponent to ISkinLookup 2022-11-09 17:46:43 +09:00
Dean Herbert
aa7d0e2c96 Remove triangles skin specific implementation from base DrawableHit 2022-11-08 15:22:00 +09:00
Dean Herbert
aa61eb8f4b Add note about taiko pooling oversight 2022-11-07 18:32:12 +09:00
Dean Herbert
938a8f865b Adjust transform of taiko drum roll ticks to not scale to 0 (looks bad) 2022-11-07 18:32:12 +09:00
Dean Herbert
2648175275 Merge branch 'taiko-barline-separation' into taiko-fixes-combined 2022-11-07 18:32:09 +09:00
Dean Herbert
1975385cc7 Move first tick tracking logic inside TickPiece 2022-11-07 15:26:34 +09:00