Dean Herbert
259ac6d427
Fix osu!taiko swells eating input after already being judged
2023-07-13 13:32:20 +09:00
Bartłomiej Dach
7be5e0e978
Implement back-and-forth conversion of ModScoreV2
and LegacyMods
2023-07-09 16:15:21 +02:00
Bartłomiej Dach
ba0cd7a3f2
Fix flourish sample not playing if strong hits are hit early
2023-07-08 19:22:32 +02:00
Bartłomiej Dach
fee56ac6d2
Use new IGameplayClock.IsRewinding
member
2023-07-08 18:29:49 +02:00
Bartłomiej Dach
055e4a78f0
Merge branch 'master' into taiko-hitsounding-final-attempt
2023-07-08 18:10:04 +02:00
Dean Herbert
a76cd9b0e6
Update osu.Game.Rulesets.Taiko/UI/DrumSamplePlayer.cs
...
Co-authored-by: Jamie Taylor <me@nekodex.net>
2023-07-08 00:44:26 +09:00
Dean Herbert
d72765b6f8
Merge pull request #24114 from peppy/editor-save-local-score-management
...
Ensure scores always have the correct linked `BeatmapInfo`
2023-07-07 15:40:54 +09:00
Dean Herbert
8b5d5c9ae2
Fix rewinding causing incorrectly stronged non-strong hits
2023-07-07 15:13:25 +09:00
Dean Herbert
755b82a308
Implement flourish trigger source via base class
2023-07-07 14:54:49 +09:00
Dean Herbert
9bdc80a749
Move flourish playback to own trigger source
2023-07-07 14:46:36 +09:00
Dean Herbert
6bfbcca2fd
Move VolumeAwareHitSampleInfo
to own file
2023-07-07 14:45:33 +09:00
Dean Herbert
48f27ff340
Move trigger source to own file
...
Having such a large nested class inside a small top level class is VERY
confusing.
2023-07-07 14:31:14 +09:00
Dean Herbert
d4c252ddf9
Revert cancelling logic changes based on review feedback
2023-07-07 14:28:57 +09:00
Dean Herbert
0b5a3d6a91
Merge pull request #24120 from peppy/fix-taiko-animation-timing
...
Fix taiko hit overlay animation timing not accounting for timing section start time
2023-07-07 13:05:20 +09:00
Dean Herbert
5af4aa8741
Avoid strong hits cutting off other strong hits
2023-07-06 14:05:49 +09:00
Dean Herbert
9ff6b3fcd3
Merge branch 'master' into editor-save-local-score-management
2023-07-06 12:28:44 +09:00
Bartłomiej Dach
a87a631c50
Merge branch 'master' into taiko-hitsounding-final-attempt
2023-07-05 22:15:32 +02:00
Bartłomiej Dach
afc0c4f3c2
Merge pull request #24088 from peppy/taiko-hitsounding-drum-sample-player
...
Move all remaining osu!taiko sample playback logic out of `DrawableHitObject`s
2023-07-05 21:57:49 +02:00
Dean Herbert
8f61f5e4c6
Cache Playfield
for the sake of tests
...
I'm open to an alternative. Name it.
2023-07-05 18:44:27 +09:00
Dean Herbert
289f916cd7
Remove outdated TODO
2023-07-05 18:44:27 +09:00
Dean Herbert
759cd5aec7
Warm up pool with argon-specific drum samples
2023-07-05 18:44:27 +09:00
Dean Herbert
f086908831
Don't attempt to play drum samples when rewinding
2023-07-05 18:44:27 +09:00
Dean Herbert
16f1a7694d
Add time-based flourish support
2023-07-05 18:44:27 +09:00
Dean Herbert
c72ebcfd53
Fix skin fallback not working as expected
2023-07-05 18:44:27 +09:00
Dean Herbert
010262c764
Change strong hit sample handling to be user input based, not hit object based
2023-07-05 18:44:27 +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
27af07b74b
Add basic implementation of argon osu!taiko hitsounds (volume / flourish / strong)
2023-07-05 18:44:27 +09:00
Dean Herbert
beed390031
Add balance adjust to base implementation of DrumSampleTriggerSource
2023-07-05 18:44:27 +09:00
Dean Herbert
ae86fc736a
Add argon-specific DrumSamplePlayer
2023-07-05 18:44:27 +09:00
Dean Herbert
f54eb8d7fa
Move DrumSamplePlayer
to be a skinnable component
2023-07-05 18:44:27 +09:00
Dean Herbert
9a7bf1bedd
Fix reversed order of sample return
2023-07-05 18:44:01 +09:00
Dean Herbert
3b9d7af9ee
Fix taiko hit overlay animation timing not accounting for timing section start time
2023-07-05 17:25:31 +09:00
Dean Herbert
1629024111
ILegacyScoreProcessor
-> ILegacyScoreSimulator
2023-07-04 17:32:54 +09:00
Dean Herbert
d74b1e148d
Make ScoreInfo.BeatmapInfo
nullable
2023-07-04 14:50:34 +09:00
Dean Herbert
571dbf5ab8
Adjust logic to avoid creating List<>
each playback
2023-06-30 15:42:58 +09:00
Dean Herbert
c98abf1723
More correctly handle StrongNestedHitObject
s
2023-06-30 15:38:17 +09:00
Dean Herbert
e87cf6d256
Move all remaining osu!taiko sample playback logic out of DrawableHitObject
s
2023-06-30 15:21:34 +09:00
Dan Balasescu
c6ad184d94
Move Ruleset method to ILegacyRuleset interface
2023-06-29 17:24:37 +09:00
Dan Balasescu
09bc8e45de
Refactoring
2023-06-28 16:14:32 +09:00
Dan Balasescu
5f350aa66f
Fix float division
...
Firstly, this is intended to be a float division.
Secondly, dividing integers by 0 results in an exception, but dividing
non-zero floats by 0 results in +/- infinity which will be clamped to
the upper range.
In particular, this occurs when the beatmap has 1 hitobject (0 drain
length).
2023-06-27 17:14:35 +09:00
Dan Balasescu
a9c65d200a
Initial conversion of scores
2023-06-26 22:19:01 +09:00
Dan Balasescu
e1d723a2cc
Merge branch 'master' into diffcalc-total-scorev1
2023-06-26 14:32:14 +09:00
Bartłomiej Dach
d7ae430ec2
Merge branch 'master' into framework-update
2023-06-24 18:47:52 +02:00
Dean Herbert
3585c3f1d5
Apply required nullability changes
2023-06-24 09:58:36 +09:00
Dean Herbert
df5b389629
Manual fixes to reduce warnings to zero
2023-06-24 01:52:53 +09:00
Dan Balasescu
06565871d6
Add flag to disable computing legacy scoring values
2023-06-24 01:03:18 +09:00
Dean Herbert
0ab0c52ad5
Automated pass
2023-06-24 01:00:03 +09:00
Dan Balasescu
87447f41d0
Fix incorrect calculation of difficulty
2023-06-24 00:58:45 +09:00
Dan Balasescu
bfa449e47a
Adjust attribute data
2023-06-19 21:38:13 +09:00
Dan Balasescu
0844a21a51
Merge branch 'master' into diffcalc-total-scorev1
2023-06-15 19:33:29 +09:00
Dan Balasescu
aa644832dc
Add ScoreV1 calculation for TaikoRuleset
2023-06-13 19:28:46 +09:00
Dean Herbert
b986d1cee1
Rename variables to give more context
2023-06-12 14:18:26 +09:00
Xinnoh
0c42aa7f3b
lower kiai pulse brightness
2023-06-09 22:51:45 -07:00
Xinnoh
7bf73463f1
reduce argon kiai flashing
2023-06-09 22:46:07 -07:00
Bartłomiej Dach
7acd186a3d
Revert to previous bound in drum roll tick generation
...
While `EndTime + tickSpacing` _was_ closer to what stable was using, it
could cause undesirable edge cases wherein a tick would be spawned
outside of the drum roll's duration
(see https://github.com/ppy/osu/pull/23768/files#r1222073027 ).
For this reason, stick with the old code for now, as it is not as
susceptible to that sort of breakage.
2023-06-08 09:56:39 +02:00
Bartłomiej Dach
b6a1377955
Merge branch 'master' into fix-editor-drum-roll
2023-06-08 09:55:10 +02:00
Salman Ahmed
62cb6a98ca
Remove redundant nullable suppression directives
2023-06-07 08:20:41 +03:00
Dean Herbert
56758afeed
Add note about lastTickHittable
requirement
2023-06-06 17:01:52 +09:00
Dean Herbert
3db080fad2
Fix osu!taiko drum rolls not getting correct tick rate after placement in the editor
2023-06-06 16:54:33 +09:00
Dean Herbert
b096e03a57
Fix ticks being created after the end of drum rolls in osu!taiko editor
...
Closes https://github.com/ppy/osu/issues/23135 .
2023-06-06 16:31:59 +09:00
Dean Herbert
a18a2e48f7
Colour argon osu!taiko explosions based on the object hit
2023-06-06 15:49:03 +09:00
Dan Balasescu
e402c6d2b4
Write max combo attribute from base class
2023-06-02 21:53:25 +09:00
Dean Herbert
985604fab5
Return StatisticItem
s rather than StatisticRow
s from ruleset
...
There were no usages of more than one column being provided per row, so
it seemed like unnecessarily complexity. I'm currently trying to reduce
complexity so we can improve the layout of the results screen, which
currently has up to three levels of nested `GridContainer`s.
Of note, I can't add backwards compatibility because the method
signature has not changed in `Ruleset` (only the return type). If we do
want to keep compatibility with other rulesets, we could designate a new
name for the updated method.
2023-06-01 14:35:15 +09:00
Dan Balasescu
fee3d43596
Merge branch 'master' into scorev2
2023-05-23 19:07:54 +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
Bartłomiej Dach
4a7b011a53
Propagate samples to strong nested hits too
...
The rationale is the same as in
6d325651dc
. Due to the recursive nature of
`GameplaySampleTriggerSource.GetMostValidObject()`, in the case of
nested hits, drum rolls and drum roll ticks, the nested strong hits
would become the most valid object, and so without propagating
the samples down to that level too, nothing would play.
2023-05-21 18:58:05 +02:00
Bartłomiej Dach
6d325651dc
Propagate samples to drum roll/swell ticks for correct playback
...
In d97daee96b
, `DrumSampleTriggerSource`
was changed such that in order to play sounds for the user's inputs, the
bank of the normal sound would always be used.
The problem is that in the case of taiko objects which have nested
objects (swells and drum rolls), the samples were not propagated fully
(drum rolls, where only the finish sample was kept, for the purposes of
determining strongability), or not propagated at all (swells) to ticks.
As ticks of both objects are valid return values of
`GetMostValidHitObject()`, this would lead to the drum making no sounds
if the next object was a drum roll or swell, until that drum roll or
swell was completed. To fix, propagate the full set of samples, so that
`DrumSampleTriggerSource` can retrieve the normal sound to copy the bank
from.
Note that this may not necessarily reproduce prior behaviour. This is
because it is not guaranteed that all realised samples for a given
hitobject have the same bank - some may have been overriden locally on a
given hitobject. Previously, the bank would have been retrieved from the
sample control point, wherein there is only one possible bank to use;
however, when deciding the sound to play on the basis of a constructed
hitobject, it is possible that there are cases wherein the hitnormal
sample was overridden on that given hitobject, and in such cases, this
PR would make samples _play_, but not necessarily the _same_ samples
as prior to #23308 .
If that turns out to be the case, this will have to be revisited.
2023-05-21 18:57:01 +02:00
Dan Balasescu
30a296bd09
Rename parameters
2023-05-19 17:27:02 +09:00
Dan Balasescu
d74bf2a096
Refactor for safety
2023-05-19 14:37:26 +09:00
Dan Balasescu
2ae34530f7
Avoid NaN values during ApplyBeatmap processing()
2023-05-19 14:14:34 +09:00
Dan Balasescu
7cbf48ffcf
Fix TestSceneScoring and incorrect combo calculations
2023-05-19 14:09:19 +09:00
Dan Balasescu
4d14467d95
Invert order of operations
2023-05-19 13:23:04 +09:00
Dan Balasescu
8b56a3f87d
Remove ClassicScoreMultiplier and DefaultScoreProcessor
2023-05-19 12:24:52 +09:00
Dean Herbert
dc51d5ecf3
Rename GetSampleInfo
to better describe what method does
...
Also add full xmldoc
2023-05-17 14:07:48 +09:00
Dean Herbert
31fff72eb6
Fix bank not correctly being assigned to some taiko hit cases
2023-05-16 18:52:52 +09:00
Dean Herbert
f443cfb93e
Move blueprint validity conditions to allow more correct external usage of EndPlacement
...
Until now, these were haphazardly enforce inline in blueprint
implementations. The only thing stopping complete breakage is that
`EndPlacement` wasn't called (too much) from outside the blueprint,
leaving them responsible for their own placement.
By moving this conditional out of the provided paramters to
`EndPlacement`, it allows more flexible usage of that method externally.
Coming in a future PR.
2023-05-12 16:02:22 +09:00
Dan Balasescu
a7b623f52a
Reimplement classic scoring mode
2023-05-09 20:21:38 +09:00
Dan Balasescu
3c3c812ed6
Initial implementation of ScoreV2
2023-05-09 19:33:33 +09:00
Dan Balasescu
5afe57033d
Add parent hitobject to strong hits
2023-05-09 19:30:54 +09:00
OliBomby
608fa3cc73
Merge remote-tracking branch 'upstream/master' into sample-control-points
2023-04-30 19:47:03 +02:00
OliBomby
41d4894aa3
add min and max value to SliderVelocity
2023-04-30 19:32:24 +02:00
OliBomby
4a0ff046ae
pass new hitobject properties through beatmap converters
2023-04-30 19:20:42 +02:00
OliBomby
92efd04f31
fix sample of drumroll ticks being bankless
2023-04-29 23:52:24 +02:00
sw1tchbl4d3
76df5fd3e2
Limit taiko playfield aspect ratio to 5:4 - 16:9
2023-04-26 18:05:47 +02:00
OliBomby
c44f71a737
remove all regular usage of DifficultyControlPoint
2023-04-26 17:55:38 +02:00
OliBomby
9f8d7bccba
fix usings
2023-04-26 17:34:02 +02:00
OliBomby
d97daee96b
remove all non-test usage of SampleControlPoint
2023-04-26 13:55:39 +02:00
OliBomby
6c70948681
Remove IContext & add IHasGenerateTicks
2023-04-26 13:10:57 +02:00
OliBomby
ea1e6e9798
Add LegacyContext
2023-04-25 12:12:46 +02:00
OliBomby
a4c6850ab2
made the SampleControlPoint and DifficultyControlPoint obsolete
2023-04-25 11:34:09 +02:00
Dan Balasescu
ad51f880e0
Remove overrides on DC/NC mods
2023-04-10 17:49:29 +09:00
Dan Balasescu
15f6bc155e
Add progressive score multiplier for HT
2023-04-10 13:35:48 +09:00
Dan Balasescu
c923482976
Add progressive score multiplier for DT
2023-04-10 13:31:48 +09:00
Bartłomiej Dach
7d9327f3e2
Only allow hit placement when left mouse is clicked
2023-04-04 18:40:10 +02:00
Bartłomiej Dach
f42a463479
Remove #nullable disable
...
May as well that we're here...
2023-04-03 20:14:17 +02:00
Bartłomiej Dach
ed07c0640b
Remove unused using directive
2023-04-03 20:13:59 +02:00
Dean Herbert
be79ea1c10
Remove left/right click based placement in taiko editor and respect sample selection
2023-04-03 18:14:58 +09:00
Dan Balasescu
9866321d27
Merge branch 'master' into taiko-single-tap
2023-03-09 13:24:20 +09:00
Bartłomiej Dach
430b09acb2
Expose taiko input manager in same manner as osu!
2023-03-08 22:52:06 +01:00
OpenSauce04
b2d453fd2e
Fixed indentation
2023-03-06 11:44:00 +00:00
OpenSauce04
36108ea841
Moved CheckValidNewAction
checks into checkCorrectAction
2023-03-06 11:11:38 +00:00
OpenSauce04
4ae2661f1b
Removed useless null checks
2023-03-06 11:00:37 +00:00
OpenSauce04
ac6c8e600a
Updated a comment for correctness
2023-03-06 10:59:47 +00:00
OpenSauce04
a7be59175d
Made private + renamed Taiko Single Tap tracking variables for better readability
2023-03-06 10:59:22 +00:00
OpenSauce04
50b0fca264
Code formatting
2023-03-03 18:11:29 +00:00
OpenSauce04
865f785f50
Fixed an issue where Taiko's Single Tap could allow alternation under very specific circumstances
2023-03-03 17:13:39 +00:00
OpenSauce04
d4bb08a440
Fixed CodeInspector complaining
2023-02-28 18:38:09 +00:00
OpenSauce04
0a76c8ee7f
Further simplified a type check
2023-02-28 15:41:06 +00:00
OpenSauce04
8851da05f1
Merge branch 'taiko-single-tap' of https://github.com/OpenSauce04/osu into taiko-single-tap
2023-02-28 15:37:54 +00:00
OpenSauce04
616f7b3f64
Simplified a type check
2023-02-28 15:37:46 +00:00
OpenSauce
781da032e9
Merge branch 'master' into taiko-single-tap
2023-02-28 15:22:41 +00:00
OpenSauce04
3aa8c81c5d
Added missing mod incompatabilities
2023-02-28 15:20:53 +00:00
OpenSauce04
7c84a84fbe
Removed TaikoInputBlockingMod, and instead moved code into TaikoModSingleTap
2023-02-28 15:14:03 +00:00
Dean Herbert
044b0604b2
Move OmitFirstBarLine
to TimingControlPoint
2023-02-28 19:29:31 +09:00
OpenSauce04
beb04379f9
Inverted an if statement for code clarity
2023-02-27 22:36:09 +00:00
OpenSauce
8d747f2402
Fixed grammar mistake in Taiko Relax mod description
2023-02-27 16:06:33 +00:00
OpenSauce
25ef1f199d
Update description for Taiko Single Tap mod
2023-02-27 15:22:06 +00:00
OpenSauce04
12a2037086
Removed useless TaikoAction check from TaikoInputBlockingMod
2023-02-27 14:39:12 +00:00
OpenSauce04
d823faed08
Remove unused flash_duration
const
2023-02-27 14:33:47 +00:00
OpenSauce04
dd9194b976
Code formatting fix
2023-02-27 13:58:40 +00:00
OpenSauce04
12b983495c
Fixed issues caused by branch being stale
2023-02-27 13:40:55 +00:00
OpenSauce04
f2cada4584
Strong drumrolls no longer allow all actions to be used
2023-02-27 13:18:08 +00:00
OpenSauce04
b883c6af34
Renamed all instances of Taiko's InputBlockingMod to TaikoInputBlockingMod
2023-02-27 13:18:08 +00:00
OpenSauce04
715df42a69
Strong hits are now allowed to be hit
2023-02-27 13:18:08 +00:00
OpenSauce04
17a05de107
Initial Taiko single tap implementation (still needs code to allow for Strong hits)
2023-02-27 13:18:08 +00:00
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
ad8b01b478
Merge pull request #22589 from sw1tchbl4d3r/file_hitsample_additions
...
Always add to additions soundbank in `convertSoundType`
2023-02-10 17:14:29 +09:00
sw1tchbl4d3
51816b92c6
Add conversion tests
2023-02-09 23:23:58 +01:00
sw1tchbl4d3
2e2ab4081b
Make LargeBonus
a valid HitResult
in taiko
2023-02-09 21:22:34 +01:00
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
Bartłomiej Dach
11685d427a
Merge branch 'master' into taiko-touch-ddkk-new
2023-02-04 21:54:38 +01:00
Dean Herbert
bc02fb0e32
Remove redundant parameter in DrumSegment
constructor
2023-02-03 16:37:35 +09:00
Dean Herbert
ffbaf453f8
Revert misordered drawable order
...
This will completely change the visual appearance of this control... not
sure why it was changed.
2023-02-02 16:25:23 +09:00
Dean Herbert
eb62ba09aa
Completely refactor to match project code standards
2023-02-02 16:23:27 +09:00
Dean Herbert
b182178340
Merge pull request #22325 from sw1tchbl4d3r/sv_scaling
...
Move fixed scroll speed change out of classic mod for taiko
2023-01-25 12:55:43 +09:00
sw1tchbl4d3
d4e5d7a873
Move fixed scroll speed change out of classic mod for taiko
2023-01-21 22:29:28 +01:00
ekrctb
11e1b22bf5
Move MaximumJudgementOffset to HitObject
...
We want to access this property for computing lifetime
2023-01-19 21:23:55 +09:00
Dean Herbert
70cb23bbc9
Merge branch 'master' into mod-accuracy-challenge
2023-01-17 16:46:54 +09:00
OpenSauce04
25a920732f
Addressed code formatting issues
2023-01-12 19:04:37 +00:00
OpenSauce
92def3daf4
Renamed QuarterCircle class to DrumSegment
2023-01-12 18:20:03 +00:00
OpenSauce
f2ec0b2176
Made QuarterCircle property loading less clapped
2023-01-12 18:17:50 +00:00
OpenSauce
927fccb7be
Taiko touch control scheme can now be changed mid-map
2023-01-12 17:55:05 +00:00
OpenSauce
767c3cb523
Revert "getTaikoActionFromDrumSegment and getColorFromTaikoAction are now run from within QuarterCircle constructor"
...
This reverts commit 985b126cba
.
I really don't think this is going to work cleanly
2023-01-12 17:20:07 +00:00
OpenSauce04
985b126cba
getTaikoActionFromDrumSegment and getColorFromTaikoAction are now run from within QuarterCircle constructor
2023-01-12 16:06:03 +00:00
OpenSauce
026a223129
Cleaner way of getting ForceControlScheme value
...
Co-authored-by: Susko3 <Susko3@protonmail.com>
2023-01-11 20:39:45 +00:00
OpenSauce04
a0ff03def3
Fixed some formatting
2023-01-11 20:06:43 +00:00
OpenSauce
32d1d5a34a
Added tests for new Taiko touch control schemes
2023-01-11 12:04:52 +00:00
OpenSauce
944c6759d9
Fixed right rim being incorrectly layered above right centre
2023-01-10 23:13:22 +00:00
OpenSauce04
ce37760b27
Removed unnecessary coma
2023-01-10 20:05:41 +00:00
OpenSauce04
57467e7b39
Touchscreen drum now uses a 2d array rather than nested switches to get TaikoActions for control scheme
2023-01-10 20:04:57 +00:00
OpenSauce04
2b58862567
Added ArgumentOutOfRangeException throws
2023-01-10 19:31:31 +00:00
OpenSauce04
2800eeac56
Simplified formatting; Removed warning suppressors
2023-01-10 19:23:49 +00:00
OpenSauce04
3c13d64d1e
Merge branch 'taiko-touch-ddkk-new' of https://github.com/OpenSauce04/osu into taiko-touch-ddkk-new
2023-01-10 19:21:06 +00:00
OpenSauce04
edd2084a0e
Replaced all instances of TaikoInput with TaikoAction
2023-01-10 19:21:04 +00:00
OpenSauce
7cb5ca905a
Simplified getColourFromTaikoAction switch case
...
Co-authored-by: Stedoss <29103029+Stedoss@users.noreply.github.com>
2023-01-10 19:17:33 +00:00
OpenSauce
18e114904a
configTouchControlScheme is now read only
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Co-authored-by: Stedoss <29103029+Stedoss@users.noreply.github.com>
2023-01-10 19:13:10 +00:00
OpenSauce04
21b617062a
Removed an unnecessary newline
2023-01-10 16:24:02 +00:00
OpenSauce04
362c9050df
Fixed OsuColour shenanigans
2023-01-10 15:08:18 +00:00
OpenSauce
b3e620c8e5
Removed unnecessary parameter
2023-01-10 13:07:07 +00:00
OpenSauce
bf555e4579
Removed unnecessary directives that were added automatically and I forgot to remove
2023-01-10 12:44:27 +00:00
OpenSauce
ffd6168a61
Removed unnecessary newlines
2023-01-10 12:13:51 +00:00
OpenSauce
906ea80d52
Further improved method of getting OsuColour
2023-01-10 12:11:33 +00:00
OpenSauce
a8f4f00421
Removed nullable
2023-01-10 12:04:06 +00:00
OpenSauce
4949b44888
Updated touch control scheme setting capitalization to be consistent with the rest of the settings menu
2023-01-10 11:57:21 +00:00
OpenSauce
b694e0d441
Added a comment and fixed some wonky formatting
2023-01-10 11:43:28 +00:00
OpenSauce
e3d14db285
Removed unnecessary QuarterCircle paramenters
2023-01-10 11:38:32 +00:00
OpenSauce
fd054081b8
Better name for touch control scheme config bindable
2023-01-10 11:30:52 +00:00
OpenSauce
3785dd0136
Taiko touch control scheme is now read from settings
2023-01-10 11:26:34 +00:00
OpenSauce
ee80cc988e
Fixed drums not displaying correctly; Fixed typo on a function name
2023-01-10 10:32:00 +00:00
OpenSauce04
46ffded1db
Taiko touch control scheme setting now *almost* works (need to implement getting control scheme from config); Drum display is incorrect
2023-01-10 08:27:21 +00:00
OpenSauce04
85396ba9d4
Added ruleset config stuff for Taiko; Added ruleset settings entry for Taiko touch control scheme
2023-01-09 19:26:43 +00:00
Dean Herbert
07eadba6d3
Merge pull request #21883 from sw1tchbl4d3r/allow_4_3
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Allow aspect ratios smaller than the default in taiko
2023-01-09 16:30:19 +09:00
Dean Herbert
4a77105e78
Rename LockPlayfieldAspect
and add comment explaining the change
2023-01-09 16:28:09 +09:00
Dean Herbert
98483d2a1b
Merge pull request #21638 from Mogiiii/touchscreen-control-disable-mouse
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Disable touchscreen controls responding to mouse in scrolling gamemodes
2023-01-06 20:39:09 +08:00
sw1tchbl4d3
9021cf7be6
Allow aspect ratios smaller than the default in taiko
2022-12-28 11:42:34 +01:00
Berkan Diler
c7ca4bbba5
Use generic Enum methods
2022-12-26 20:36:39 +01:00
Dean Herbert
5e9fb1063a
Move judgement text creation to base class and tidy things up
2022-12-24 12:22:36 +08:00
Dean Herbert
03603f8b54
Don't show great or higher judgements when using argon "pro" skin
2022-12-24 03:35:44 +08:00
Dean Herbert
727ac00f6d
Combine base class for JudgementPiece
2022-12-24 03:32:13 +08:00
Dean Herbert
d6cae991da
Update netstandard2.1
references to net6.0
2022-12-16 17:16:13 +09:00
Dylan Nantz
ee945c9b58
disable mouse input to touchscreen controls
2022-12-14 10:34:21 -05:00
Dean Herbert
2fd535ea20
Apply same immediate transform logic to TaikoLegacyPlayfieldBackgroundRight
to fix it sticking during rewind
2022-12-02 17:33:18 +09:00
Dean Herbert
ebc75d40d2
Switch to using immediate transforms to make rewind handle better
2022-12-02 17:32:57 +09:00
Dean Herbert
47855de6ab
Fix multiple issues with transform handling
2022-12-02 16:55:38 +09:00
Joppe27
a7f4325d3c
Revert hacky fade value and fix test
2022-12-01 12:16:58 +01:00
Joppe27
f9a9ab1d9b
Use BeatSyncedContainer and adjust values to be in line with stable
2022-11-30 19:50:47 +01:00
Joppe27
f3fa39f254
Add legacy taiko kiai glow element
2022-11-30 00:44:20 +01:00
Dan Balasescu
7bc8908ca9
Partial everything
2022-11-27 00:00:27 +09:00
Dean Herbert
b381b4fd2d
Merge branch 'master' into update-framework
2022-11-24 01:27:58 +09:00
Dean Herbert
23f91ec717
Merge pull request #21379 from Joppe27/taiko-animations-recovered
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Add taiko hit overlay animations
2022-11-23 15:09:44 +09:00
Bartłomiej Dach
6e9d163c72
Specify canBeNull: true
in [Resolved]
for now
2022-11-22 20:56:07 +01:00
Bartłomiej Dach
ce7af0df63
Always use current timing point for circle piece animation
...
Using `LifetimeStart` seemed arbitrary and wrong not only in a
compatibility-with-stable sense, but also in a general sanity sense (why
would each object potentially be using a different timing point to
animate?)
2022-11-22 20:39:22 +01:00
Bartłomiej Dach
38f2a27f53
Split animation logic to its own method
...
Also add a guard, to bypass all of it if the foreground layer is not in
fact animatable.
2022-11-22 20:39:05 +01:00
Joppe27
5343f6922c
Add legacy circle piece animations based on combo
2022-11-22 17:22:00 +01:00
Terochi
eff6c7be64
Removed unnecessary methods, changed tests, and moved LimitedCapacityQueue.cs to a more generic namespace.
2022-11-19 16:53:35 +01:00
Dean Herbert
06ce8130c2
Apply changes in line with framework NRT updates
2022-11-18 18:13:15 +09:00
Dean Herbert
45f47cce77
Add basic osu!taiko "argon" swell visual
2022-11-16 16:13:52 +09:00