1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 19:57:24 +08:00
Commit Graph

102 Commits

Author SHA1 Message Date
smoogipoo
2a9fb2c2c6 Make NestedHitObjects lazily-constructed 2018-03-05 21:40:26 +09:00
smoogipoo
df84b23847 Fix possible nullref when there are 0 drumroll ticks 2018-03-05 21:19:40 +09:00
smoogipoo
7ce3e60722 Fix drumrolls giving GOOD judgements too one tick too late 2018-03-05 21:19:36 +09:00
smoogipoo
46284c61ae Return HitResult.None instead of null 2018-02-08 14:25:59 +09:00
smoogipoo
3d167c40ae Remove now unneeded Math.Abs call 2018-02-08 14:15:58 +09:00
smoogipoo
9225e883c1 Add + use HalfHitWindow 2018-02-02 20:29:50 +09:00
smoogipoo
9bc4bf33a6 Use HitWindows for taiko 2018-02-02 18:53:30 +09:00
smoogipoo
bfdfb52666 Fix a few usages of AllJudged possibly not being correct 2018-01-15 15:28:08 +09:00
smoogipoo
9d00e5bb7d Make ScrollingHitObjectContainer handle nested hitobjects 2018-01-11 15:08:30 +09:00
smoogipoo
6255aaab68 Per-hitobject lifetime management 2018-01-10 19:17:43 +09:00
smoogipoo
86b5591583 Merge remote-tracking branch 'origin/master' into scrolling-hitobjects-rewrite 2018-01-10 18:02:49 +09:00
Dean Herbert
37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
smoogipoo
add68ff068 Fix swells not stopping at the hit position 2018-01-04 21:45:29 +09:00
smoogipoo
4fee76ba0b Fix drumroll lengths 2018-01-04 20:56:28 +09:00
smoogipoo
f34131f8f4 Initial game-wide replacement of scrolling playfields 2018-01-04 18:50:17 +09:00
Aergwyn
ccb69d16d9 move HitResult in Scoring namespace to replace HitCount 2017-12-30 21:23:18 +01:00
smoogipoo
0c4e4012f8 Taiko drumroll ticks should just play the playfield samples 2017-12-26 19:57:40 +09:00
smoogipoo
9690591593 Make taiko use namespaced hitsounds
This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
2017-12-26 19:55:56 +09:00
smoogipoo
35d7fa8a81 Cleanup things that are now not needed with these changes 2017-12-26 14:18:38 +09:00
smoogipoo
14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
smoogipoo
affdd81563 Remove unused usings 2017-12-25 17:29:44 +09:00
smoogipoo
8bfdee586b Rename SwellSampleMapping -> DrumSampleMapping 2017-12-25 17:29:04 +09:00
smoogipoo
d288d8a51f Remove SampleInfoList 2017-12-25 15:40:01 +09:00
smoogipoo
844e39a9f6 Make Swells play samples while they're being hit 2017-12-25 15:04:22 +09:00
smoogipoo
8529eb1d3a Make strong hit misses not count as misses 2017-12-25 14:49:39 +09:00
Dean Herbert
298ac5468f Fix regressions 2017-12-23 17:24:28 +09:00
Dean Herbert
46865bbacd Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
# Conflicts:
#	osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
smoogipoo
6a29f6020a Make HitObjects construct nested hit objects 2017-12-22 21:42:54 +09:00
smoogipoo
ac1d27e925 Fix possible nullref exceptions 2017-12-21 23:02:46 +09:00
smoogipoo
cb7e192aff Determine SampleInfo defaults in DrawableHitObject 2017-12-21 16:02:33 +09:00
FreezyLemon
9d3d9bcdc8 Corrected the return values for taiko DrawableHit and DrawableHitStrong (OnPressed == true if new Judgement occurs and is a hit) 2017-12-08 09:42:10 +01:00
FreezyLemon
43c270ea49 Rolled back the bad earlier implementation 2017-12-07 21:18:51 +01:00
FreezyLemon
3e8db8c5e1 Enabled strong taiko hitobjects playing samples again.
Also removes the first hitsound from the strong hitobject so only the "hitfinish" sound gets played.
2017-11-29 06:27:25 +01:00
FreezyLemon
bc3f11fdb8 Added PlaysSamples property to prevent certain DrawableHitObjects from playing their samples on hit. Also added this to TaikoObjects so their hitsounds won't be played (will be done by the TaikoRulesetContainer) 2017-11-29 06:24:13 +01:00
smoogipoo
5c2b1d4be2 Update xmldoc 2017-11-02 21:58:29 +09:00
smoogipoo
e2b6003f98 Make taiko use the new "Final" field
Ensures that the first hit on HitStrongs is _always_ non-final unless it was a miss. The second hit is always final.
2017-11-02 21:55:50 +09:00
smoogipoo
fe00ac7e41 Make DrawableHitObject/ScoreProcessor support rewinding 2017-11-02 21:21:07 +09:00
Dean Herbert
d5892cf54e Add a bool to specify whether judgements should be visible for certain DrawableHitObjects 2017-10-09 20:17:05 +09:00
smoogipooo
fb05552ac4 Fix one more case of incorrect offset. 2017-09-12 18:36:31 +09:00
Dean Herbert
1194e46ef1 Merge remote-tracking branch 'upstream/master' into judgement-revamp 2017-09-12 17:46:21 +09:00
smoogipooo
27e3c9e778 Remove usings. 2017-09-12 11:51:19 +09:00
smoogipooo
d6bf5c38b7 Move Kiai bool to HitObject. 2017-09-12 10:01:07 +09:00
smoogipooo
19db7a8f72 Update in line with framework changes. 2017-09-07 22:46:21 +09:00
smoogipooo
0cc443e618 Remove all generic judgements. 2017-09-06 18:05:51 +09:00
smoogipooo
29941019a5 Hacky way to make osu! and taiko work again. 2017-09-06 17:44:51 +09:00
smoogipooo
ac8ec31b61 Make judgements able to be "added" plus make everything compile and run. 2017-09-06 17:02:13 +09:00
Dean Herbert
84c22df3f5 Combine Judgement.HitResults into one. 2017-09-06 17:01:48 +09:00
smoogipooo
d080a7e970 Determine size of ScrollingContainer a bit better to avoid taiko weirdness 2017-08-22 20:53:19 +09:00
smoogipooo
6a7e868a2e Make taiko major bar line triangles show up again. Fixes #1081 2017-08-21 15:36:01 +09:00
smoogipooo
7a5708ce92 Further support for null judgements. 2017-08-21 15:35:16 +09:00