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Merge branch 'master' into repeat-points
This commit is contained in:
@ -22,8 +22,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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/// </summary>
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private bool isRepeatAtEnd => repeatPoint.RepeatIndex % 2 == 0;
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public double FadeInTime;
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public double FadeOutTime;
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private double animDuration;
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public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider)
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: base(repeatPoint)
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@ -54,11 +53,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdatePreemptState()
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{
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var animIn = Math.Min(150, repeatPoint.StartTime - FadeInTime);
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animDuration = Math.Min(150, repeatPoint.SpanDuration / 2);
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this.FadeIn(animIn).ScaleTo(1.2f, animIn)
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this.FadeIn(animDuration).ScaleTo(1.2f, animDuration / 2)
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.Then()
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.ScaleTo(1, 150, Easing.Out);
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.ScaleTo(1, animDuration / 2, Easing.Out);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -66,14 +65,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(FadeOutTime - repeatPoint.StartTime).FadeOut();
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(160);
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this.FadeOut(animDuration);
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break;
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case ArmedState.Hit:
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this.FadeOut(120, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, 120, Easing.OutQuint);
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this.FadeOut(animDuration, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.OutQuint);
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break;
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}
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}
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@ -75,12 +75,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AddNested(InitialCircle);
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var spanDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var spanStartTime = s.StartTime + tick.SpanIndex * spanDuration;
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var spanStartTime = s.StartTime + tick.SpanIndex * s.SpanDuration;
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var fadeInTime = spanStartTime + (tick.StartTime - spanStartTime) / 2 - (tick.SpanIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = spanStartTime + spanDuration;
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var fadeOutTime = spanStartTime + s.SpanDuration;
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var drawableTick = new DrawableSliderTick(tick)
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{
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@ -95,15 +94,9 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + (repeatPoint.RepeatIndex + 1) * spanDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + spanDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
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FadeInTime = fadeInTime,
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FadeOutTime = fadeOutTime,
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Position = repeatPoint.Position,
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Position = repeatPoint.Position
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};
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repeatPoints.Add(drawableRepeatPoint);
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@ -20,8 +20,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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public double HitWindow100 = 80;
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public double HitWindow300 = 30;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public double TimePreempt = 600;
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public double TimeFadein = 400;
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public Vector2 Position { get; set; }
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public float X => Position.X;
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@ -1,10 +1,25 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Osu.Objects
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{
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public class RepeatPoint : OsuHitObject
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{
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public int RepeatIndex { get; set; }
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public double SpanDuration { get; set; }
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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// We want to show the first RepeatPoint as the TimePreempt dictates but on short (and possibly fast) sliders
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// we may need to cut down this time on following RepeatPoints to only show up to two RepeatPoints at any given time.
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if (RepeatIndex > 0)
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TimePreempt = Math.Min(SpanDuration * 2, TimePreempt);
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}
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}
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}
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@ -60,6 +60,11 @@ namespace osu.Game.Rulesets.Osu.Objects
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public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
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public int RepeatCount { get; set; }
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/// <summary>
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/// The length of one span of this <see cref="Slider"/>.
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/// </summary>
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public double SpanDuration => Duration / this.SpanCount();
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private int stackHeight;
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public override int StackHeight
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@ -102,13 +107,12 @@ namespace osu.Game.Rulesets.Osu.Objects
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var length = Curve.Distance;
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var tickDistance = Math.Min(TickDistance, length);
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var spanDuration = length / Velocity;
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var minDistanceFromEnd = Velocity * 0.01;
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for (var span = 0; span < this.SpanCount(); span++)
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{
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var spanStartTime = StartTime + span * spanDuration;
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var spanStartTime = StartTime + span * SpanDuration;
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var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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@ -133,7 +137,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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AddNested(new SliderTick
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{
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SpanIndex = span,
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StartTime = spanStartTime + timeProgress * spanDuration,
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StartTime = spanStartTime + timeProgress * SpanDuration,
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Position = Curve.PositionAt(distanceProgress),
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StackHeight = StackHeight,
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Scale = Scale,
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@ -146,16 +150,13 @@ namespace osu.Game.Rulesets.Osu.Objects
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private void createRepeatPoints()
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{
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var repeatDuration = Distance / Velocity;
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for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++)
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{
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var repeatStartTime = StartTime + repeat * repeatDuration;
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AddNested(new RepeatPoint
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{
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RepeatIndex = repeatIndex,
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StartTime = repeatStartTime,
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SpanDuration = SpanDuration,
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StartTime = StartTime + repeat * SpanDuration,
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Position = Curve.PositionAt(repeat % 2),
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StackHeight = StackHeight,
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Scale = Scale,
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