Merge remote-tracking branch 'Joehuu/master' into flashlight-dim

This commit is contained in:
smoogipoo
2019-05-08 13:25:01 +09:00
224 changed files with 759 additions and 31 deletions

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@ -44,12 +44,14 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
if (endIndex < 0) throw new ArgumentOutOfRangeException(nameof(endIndex), $"{nameof(endIndex)} cannot be less than 0.");
int extendedEndIndex = endIndex;
if (endIndex < beatmap.HitObjects.Count - 1)
{
// Extend the end index to include objects they are stacked on
for (int i = endIndex; i >= startIndex; i--)
{
int stackBaseIndex = i;
for (int n = stackBaseIndex + 1; n < beatmap.HitObjects.Count; n++)
{
OsuHitObject stackBaseObject = beatmap.HitObjects[stackBaseIndex];
@ -87,6 +89,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
//Reverse pass for stack calculation.
int extendedStartIndex = startIndex;
for (int i = extendedEndIndex; i > startIndex; i--)
{
int n = i;
@ -138,6 +141,7 @@ namespace osu.Game.Rulesets.Osu.Beatmaps
if (objectN is Slider && Vector2Extensions.Distance(objectN.EndPosition, objectI.Position) < stack_distance)
{
int offset = objectI.StackHeight - objectN.StackHeight + 1;
for (int j = n + 1; j <= i; j++)
{
//For each object which was declared under this slider, we will offset it to appear *below* the slider end (rather than above).

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@ -109,6 +109,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8f) / Math.Pow(beatmapMaxCombo, 0.8f), 1.0f);
double approachRateFactor = 1.0f;
if (Attributes.ApproachRate > 10.33f)
approachRateFactor += 0.3f * (Attributes.ApproachRate - 10.33f);
else if (Attributes.ApproachRate < 8.0f)

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@ -56,6 +56,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
{
// We will scale distances by this factor, so we can assume a uniform CircleSize among beatmaps.
float scalingFactor = normalized_radius / (float)BaseObject.Radius;
if (BaseObject.Radius < 30)
{
float smallCircleBonus = Math.Min(30 - (float)BaseObject.Radius, 5) / 50;

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@ -42,9 +42,11 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Skills
speedBonus = 1 + Math.Pow((min_speed_bonus - deltaTime) / speed_balancing_factor, 2);
double angleBonus = 1.0;
if (osuCurrent.Angle != null && osuCurrent.Angle.Value < angle_bonus_begin)
{
angleBonus = 1 + Math.Pow(Math.Sin(1.5 * (angle_bonus_begin - osuCurrent.Angle.Value)), 2) / 3.57;
if (osuCurrent.Angle.Value < pi_over_2)
{
angleBonus = 1.28;

View File

@ -37,6 +37,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
case SliderPosition.Start:
Position = slider.StackedPosition + slider.Path.PositionAt(0);
break;
case SliderPosition.End:
Position = slider.StackedPosition + slider.Path.PositionAt(1);
break;

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@ -62,6 +62,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
case PlacementState.Initial:
HitObject.Position = e.MousePosition;
return true;
case PlacementState.Body:
cursor = e.MousePosition - HitObject.Position;
return true;
@ -77,6 +78,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
case PlacementState.Initial:
beginCurve();
break;
case PlacementState.Body:
switch (e.Button)
{

View File

@ -42,8 +42,10 @@ namespace osu.Game.Rulesets.Osu.Edit
{
case DrawableHitCircle circle:
return new HitCircleSelectionBlueprint(circle);
case DrawableSlider slider:
return new SliderSelectionBlueprint(slider);
case DrawableSpinner spinner:
return new SpinnerSelectionBlueprint(spinner);
}

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@ -16,10 +16,13 @@ namespace osu.Game.Rulesets.Osu.Judgements
{
default:
return 0;
case HitResult.Meh:
return 50;
case HitResult.Good:
return 100;
case HitResult.Great:
return 300;
}
@ -31,10 +34,12 @@ namespace osu.Game.Rulesets.Osu.Judgements
{
case HitResult.Miss:
return -0.02;
case HitResult.Meh:
case HitResult.Good:
case HitResult.Great:
return 0.01;
default:
return 0;
}

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@ -33,6 +33,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
case DrawableSpinner _:
continue;
default:
drawable.ApplyCustomUpdateState += ApplyCustomState;
break;
@ -51,6 +52,7 @@ namespace osu.Game.Rulesets.Osu.Mods
case DrawableSliderTail _:
// special cases we should *not* be scaling.
break;
case DrawableSlider _:
case DrawableHitCircle _:
{

View File

@ -59,11 +59,13 @@ namespace osu.Game.Rulesets.Osu.Mods
circle.FadeOut(fadeOutDuration);
break;
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
slider.Body.FadeOut(longFadeDuration, Easing.Out);
break;
case DrawableSliderTick sliderTick:
// slider ticks fade out over up to one second
var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
@ -72,6 +74,7 @@ namespace osu.Game.Rulesets.Osu.Mods
sliderTick.FadeOut(tickFadeOutDuration);
break;
case DrawableSpinner spinner:
// hide elements we don't care about.
spinner.Disc.Hide();

View File

@ -67,6 +67,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
return;
OsuHitObject prevHitObject = null;
foreach (var currHitObject in hitObjects)
{
if (prevHitObject != null && !currHitObject.NewCombo && !(prevHitObject is Spinner) && !(currHitObject is Spinner))

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@ -124,6 +124,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
if (result == HitResult.None)
{
Shake(Math.Abs(timeOffset) - HitObject.HitWindows.HalfWindowFor(HitResult.Miss));
@ -158,11 +159,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
break;
case ArmedState.Miss:
ApproachCircle.FadeOut(50);
this.FadeOut(100);
Expire();
break;
case ArmedState.Hit:
ApproachCircle.FadeOut(50);

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@ -64,9 +64,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
break;
case ArmedState.Miss:
this.FadeOut(animDuration);
break;
case ArmedState.Hit:
this.FadeOut(animDuration, Easing.OutQuint)
.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);

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@ -67,10 +67,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
break;
case ArmedState.Miss:
this.FadeOut(ANIM_DURATION);
this.FadeColour(Color4.Red, ANIM_DURATION / 2);
break;
case ArmedState.Hit:
this.FadeOut(ANIM_DURATION, Easing.OutQuint);
this.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out);

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@ -222,9 +222,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
case ArmedState.Idle:
Expire(true);
break;
case ArmedState.Hit:
sequence.ScaleTo(Scale * 1.2f, 320, Easing.Out);
break;
case ArmedState.Miss:
sequence.ScaleTo(Scale * 0.8f, 320, Easing.In);
break;

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@ -183,6 +183,7 @@ namespace osu.Game.Rulesets.Osu.Objects
Samples = sampleList
});
break;
case SliderEventType.Head:
AddNested(HeadCircle = new SliderCircle
{
@ -194,6 +195,7 @@ namespace osu.Game.Rulesets.Osu.Objects
ComboIndex = ComboIndex,
});
break;
case SliderEventType.LegacyLastTick:
// we need to use the LegacyLastTick here for compatibility reasons (difficulty).
// it is *okay* to use this because the TailCircle is not used for any meaningful purpose in gameplay.
@ -206,6 +208,7 @@ namespace osu.Game.Rulesets.Osu.Objects
ComboIndex = ComboIndex,
});
break;
case SliderEventType.Repeat:
AddNested(new RepeatPoint
{

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@ -104,6 +104,7 @@ namespace osu.Game.Rulesets.Osu
new MultiMod(new OsuModHalfTime(), new OsuModDaycore()),
new OsuModSpunOut(),
};
case ModType.DifficultyIncrease:
return new Mod[]
{
@ -113,11 +114,13 @@ namespace osu.Game.Rulesets.Osu
new OsuModHidden(),
new MultiMod(new OsuModFlashlight(), new OsuModBlinds()),
};
case ModType.Conversion:
return new Mod[]
{
new OsuModTarget(),
};
case ModType.Automation:
return new Mod[]
{
@ -125,6 +128,7 @@ namespace osu.Game.Rulesets.Osu
new OsuModRelax(),
new OsuModAutopilot(),
};
case ModType.Fun:
return new Mod[]
{
@ -133,6 +137,7 @@ namespace osu.Game.Rulesets.Osu
new OsuModGrow(),
new MultiMod(new ModWindUp<OsuHitObject>(), new ModWindDown<OsuHitObject>()),
};
default:
return new Mod[] { };
}

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@ -199,6 +199,7 @@ namespace osu.Game.Rulesets.Osu.Replays
// Wait until Auto could "see and react" to the next note.
double waitTime = h.StartTime - Math.Max(0.0, h.TimePreempt - reactionTime);
if (waitTime > lastFrame.Time)
{
lastFrame = new OsuReplayFrame(waitTime, lastFrame.Position) { Actions = lastFrame.Actions };
@ -314,6 +315,7 @@ namespace osu.Game.Rulesets.Osu.Replays
endFrame.Position = endPosition;
break;
case Slider slider:
for (double j = FrameDelay; j < slider.Duration; j += FrameDelay)
{

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@ -195,6 +195,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
shader.GetUniform<float>("g_FadeClock").UpdateValue(ref time);
int updateStart = -1, updateEnd = 0;
for (int i = 0; i < parts.Length; ++i)
{
if (parts[i].WasUpdated)

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@ -46,8 +46,10 @@ namespace osu.Game.Rulesets.Osu.UI
{
case HitCircle circle:
return new DrawableHitCircle(circle);
case Slider slider:
return new DrawableSlider(slider);
case Spinner spinner:
return new DrawableSpinner(spinner);
}