From ee33f62809067247049f03d6900eb7e7077bf55f Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 24 Nov 2020 15:19:51 +0900 Subject: [PATCH 01/17] Fix DrawableJudgement not always animating correctly on skin change If the skin is changed before gameplay has started (at the loading screen) it is possible for a sequence of events to occur which results in the animation not being played: - `SkinReloadableDrawable` runs its BDL load (and calls `OnSkinChanged` once) - User changes skin, triggering `DrawableJudgement`'s skin change handling (binding directly on the `SkinSource` locally) - This will call `PrepareDrawables` and reinitialise the `SkinnableDrawable` child hierarchy, then immediately apply the animations to it. - The new `SkinnableDrawable` will then get the `SkinChanged` event and schedule a handler for it, which will run on its first Update call. - Any added animations will be lost as a result. Fixed by binding directly to the `SkinnableDrawable`'s `OnSkinChanged`. This has the added bonus of not needing to reinitialise the child hierarchy on skin change (which felt a bit weird in the first place). --- .../Rulesets/Judgements/DrawableJudgement.cs | 63 ++++++++----------- 1 file changed, 27 insertions(+), 36 deletions(-) diff --git a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs index 889e748a4a..45129c17ea 100644 --- a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs +++ b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs @@ -32,9 +32,6 @@ namespace osu.Game.Rulesets.Judgements private readonly Container aboveHitObjectsContent; - [Resolved] - private ISkinSource skinSource { get; set; } - /// /// Duration of initial fade in. /// @@ -78,29 +75,6 @@ namespace osu.Game.Rulesets.Judgements public Drawable GetProxyAboveHitObjectsContent() => aboveHitObjectsContent.CreateProxy(); - protected override void LoadComplete() - { - base.LoadComplete(); - skinSource.SourceChanged += onSkinChanged; - } - - private void onSkinChanged() - { - // on a skin change, the child component will update but not get correctly triggered to play its animation. - // we need to trigger a reinitialisation to make things right. - currentDrawableType = null; - - PrepareForUse(); - } - - protected override void Dispose(bool isDisposing) - { - base.Dispose(isDisposing); - - if (skinSource != null) - skinSource.SourceChanged -= onSkinChanged; - } - /// /// Apply top-level animations to the current judgement when successfully hit. /// If displaying components which require lifetime extensions, manually adjusting is required. @@ -142,16 +116,17 @@ namespace osu.Game.Rulesets.Judgements Debug.Assert(Result != null); - prepareDrawables(); - runAnimation(); } private void runAnimation() { + // is a no-op if the drawables are already in a correct state. + prepareDrawables(); + // undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state. - ApplyTransformsAt(double.MinValue, true); - ClearTransforms(true); + // ApplyTransformsAt(double.MinValue, true); + // ClearTransforms(true); LifetimeStart = Result.TimeAbsolute; @@ -193,6 +168,8 @@ namespace osu.Game.Rulesets.Judgements private void prepareDrawables() { + Logger.Log("prepareDrawables on DrawableJudgement"); + var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset // todo: this should be removed once judgements are always pooled. @@ -203,7 +180,6 @@ namespace osu.Game.Rulesets.Judgements if (JudgementBody != null) RemoveInternal(JudgementBody); - aboveHitObjectsContent.Clear(); AddInternal(JudgementBody = new SkinnableDrawable(new GameplaySkinComponent(type), _ => CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling) { @@ -211,14 +187,29 @@ namespace osu.Game.Rulesets.Judgements Origin = Anchor.Centre, }); - if (JudgementBody.Drawable is IAnimatableJudgement animatable) + JudgementBody.OnSkinChanged += () => { - var proxiedContent = animatable.GetAboveHitObjectsProxiedContent(); - if (proxiedContent != null) - aboveHitObjectsContent.Add(proxiedContent); - } + // on a skin change, the child component will update but not get correctly triggered to play its animation (or proxy the newly created content). + // we need to trigger a reinitialisation to make things right. + proxyContent(); + runAnimation(); + }; + + proxyContent(); currentDrawableType = type; + + void proxyContent() + { + aboveHitObjectsContent.Clear(); + + if (JudgementBody.Drawable is IAnimatableJudgement animatable) + { + var proxiedContent = animatable.GetAboveHitObjectsProxiedContent(); + if (proxiedContent != null) + aboveHitObjectsContent.Add(proxiedContent); + } + } } protected virtual Drawable CreateDefaultJudgement(HitResult result) => new DefaultJudgementPiece(result); From 168226067750b572272903939f59bd4cbf5061cf Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Tue, 24 Nov 2020 15:28:03 +0900 Subject: [PATCH 02/17] Remove left over logging line --- osu.Game/Rulesets/Judgements/DrawableJudgement.cs | 2 -- 1 file changed, 2 deletions(-) diff --git a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs index 45129c17ea..4ed3b75f2e 100644 --- a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs +++ b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs @@ -168,8 +168,6 @@ namespace osu.Game.Rulesets.Judgements private void prepareDrawables() { - Logger.Log("prepareDrawables on DrawableJudgement"); - var type = Result?.Type ?? HitResult.Perfect; //TODO: better default type from ruleset // todo: this should be removed once judgements are always pooled. From c46d655832b6b21bc4c7c706ecbcb49d0ea6bb88 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Wed, 25 Nov 2020 12:11:44 +0900 Subject: [PATCH 03/17] Uncomment incorrectly commented lines --- osu.Game/Rulesets/Judgements/DrawableJudgement.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs index 4ed3b75f2e..da9bb8a09d 100644 --- a/osu.Game/Rulesets/Judgements/DrawableJudgement.cs +++ b/osu.Game/Rulesets/Judgements/DrawableJudgement.cs @@ -125,8 +125,8 @@ namespace osu.Game.Rulesets.Judgements prepareDrawables(); // undo any transforms applies in ApplyMissAnimations/ApplyHitAnimations to get a sane initial state. - // ApplyTransformsAt(double.MinValue, true); - // ClearTransforms(true); + ApplyTransformsAt(double.MinValue, true); + ClearTransforms(true); LifetimeStart = Result.TimeAbsolute; From f29aa9c4fca5d157a6b610ddab4811b7734beee3 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 14:34:12 +0900 Subject: [PATCH 04/17] Move taiko barlines to their own ScrollingHitObjectContainer to avoid being considered as a selectable object --- osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs | 35 +++++++++++++++----- 1 file changed, 26 insertions(+), 9 deletions(-) diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs index 120cf264c3..370760f03e 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs @@ -1,6 +1,7 @@ // Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. +using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; @@ -37,7 +38,7 @@ namespace osu.Game.Rulesets.Taiko.UI private SkinnableDrawable mascot; private ProxyContainer topLevelHitContainer; - private ProxyContainer barlineContainer; + private ScrollingHitObjectContainer barlineContainer; private Container rightArea; private Container leftArea; @@ -83,10 +84,7 @@ namespace osu.Game.Rulesets.Taiko.UI RelativeSizeAxes = Axes.Both, Children = new Drawable[] { - barlineContainer = new ProxyContainer - { - RelativeSizeAxes = Axes.Both, - }, + barlineContainer = new ScrollingHitObjectContainer(), new Container { Name = "Hit objects", @@ -159,18 +157,37 @@ namespace osu.Game.Rulesets.Taiko.UI public override void Add(DrawableHitObject h) { - h.OnNewResult += OnNewResult; - base.Add(h); - switch (h) { case DrawableBarLine barline: - barlineContainer.Add(barline.CreateProxy()); + barlineContainer.Add(barline); break; case DrawableTaikoHitObject taikoObject: + h.OnNewResult += OnNewResult; topLevelHitContainer.Add(taikoObject.CreateProxiedContent()); + base.Add(h); break; + + default: + throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type"); + } + } + + public override bool Remove(DrawableHitObject h) + { + switch (h) + { + case DrawableBarLine barline: + return barlineContainer.Remove(barline); + + case DrawableTaikoHitObject _: + h.OnNewResult -= OnNewResult; + // todo: consider tidying of proxied content if required. + return base.Remove(h); + + default: + throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type"); } } From b9b885798801e8737498704e2186bec8fe985d58 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 15:11:07 +0900 Subject: [PATCH 05/17] Update framework --- osu.Android.props | 2 +- osu.Game/osu.Game.csproj | 2 +- osu.iOS.props | 4 ++-- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/osu.Android.props b/osu.Android.props index 6dab6edc5e..0b43fd73f5 100644 --- a/osu.Android.props +++ b/osu.Android.props @@ -52,6 +52,6 @@ - + diff --git a/osu.Game/osu.Game.csproj b/osu.Game/osu.Game.csproj index 54f3fcede6..e201383d51 100644 --- a/osu.Game/osu.Game.csproj +++ b/osu.Game/osu.Game.csproj @@ -26,7 +26,7 @@ - + diff --git a/osu.iOS.props b/osu.iOS.props index 692dac909a..e5f7581404 100644 --- a/osu.iOS.props +++ b/osu.iOS.props @@ -70,7 +70,7 @@ - + @@ -88,7 +88,7 @@ - + From 1246c8ba5f9b15bef09ff8c6b0a1fd208ddbb8d6 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 15:22:28 +0900 Subject: [PATCH 06/17] Reduce the opacity of the default skin slider ball Previous value was [hitting pure white on some brighter combo colours](https://github.com/ppy/osu/issues/10910#issuecomment-734354812). --- osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs b/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs index c5bf790377..ca5ca7ac59 100644 --- a/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs +++ b/osu.Game.Rulesets.Osu/Objects/Drawables/Pieces/SliderBall.cs @@ -248,7 +248,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces } private void trackingChanged(ValueChangedEvent tracking) => - box.FadeTo(tracking.NewValue ? 0.6f : 0.05f, 200, Easing.OutQuint); + box.FadeTo(tracking.NewValue ? 0.3f : 0.05f, 200, Easing.OutQuint); } } } From 7edbba58f70d8d61ddfcb6e90d57db0424751f2e Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 16:28:29 +0900 Subject: [PATCH 07/17] Avoid updating hitobjects unnecessarily for start time changes This was firing regardless of whether the start time was changed, such as where beat snap provided the same time the object already has. The case where a change actually occurs is already handled by EditorBeatmap (see `startTimeBindables`), so it turns out this local handling is not required at all. --- osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs | 3 --- 1 file changed, 3 deletions(-) diff --git a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs index def5f396f1..57f9a7f221 100644 --- a/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs +++ b/osu.Game/Screens/Edit/Compose/Components/BlueprintContainer.cs @@ -496,10 +496,7 @@ namespace osu.Game.Screens.Edit.Compose.Components double offset = result.Time.Value - movementBlueprints.First().HitObject.StartTime; foreach (HitObject obj in Beatmap.SelectedHitObjects) - { obj.StartTime += offset; - Beatmap.Update(obj); - } } return true; From 18bb0cb45b944dbcb2afee1673ec1601702d6249 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 16:31:59 +0900 Subject: [PATCH 08/17] Remove unnecessary schedule logic from Apply's local updateState call There were cases in the editor where rewinding of transforms would leave the `DrawableHitObject` in a non-`IsPresent` state, resulting in this scheduled logic never running. This would in turn cause ghost hitobjects, which disappear under certain circumstances. Reproduction: - Open editor to empty beatmap - Place single hitcircle at current point in time - Drag editor timeline backwards to seek before zero, and wait for return to zero - Select hitcircle in playfield - Drag hitcircle to right in timeline, triggering a start time change --- .../Objects/Drawables/DrawableHitObject.cs | 17 +++++++---------- 1 file changed, 7 insertions(+), 10 deletions(-) diff --git a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs index 9c799bcf32..95bc72edf6 100644 --- a/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs +++ b/osu.Game/Rulesets/Objects/Drawables/DrawableHitObject.cs @@ -263,18 +263,15 @@ namespace osu.Game.Rulesets.Objects.Drawables OnApply(); HitObjectApplied?.Invoke(this); - // If not loaded, the state update happens in LoadComplete(). Otherwise, the update is scheduled to allow for lifetime updates. + // If not loaded, the state update happens in LoadComplete(). if (IsLoaded) { - Scheduler.Add(() => - { - if (Result.IsHit) - updateState(ArmedState.Hit, true); - else if (Result.HasResult) - updateState(ArmedState.Miss, true); - else - updateState(ArmedState.Idle, true); - }); + if (Result.IsHit) + updateState(ArmedState.Hit, true); + else if (Result.HasResult) + updateState(ArmedState.Miss, true); + else + updateState(ArmedState.Idle, true); } hasHitObjectApplied = true; From a9c59eed02edba7a43c5d2bebaf21c8a25f7e3cf Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 16:56:26 +0900 Subject: [PATCH 09/17] Add test coverage of fail scenario --- .../Editing/EditorChangeHandlerTest.cs | 33 +++++++++++++++++-- 1 file changed, 31 insertions(+), 2 deletions(-) diff --git a/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs b/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs index b7a41ffd1c..5064b0fd22 100644 --- a/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs +++ b/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs @@ -2,7 +2,6 @@ // See the LICENCE file in the repository root for full licence text. using NUnit.Framework; -using osu.Framework.Utils; using osu.Game.Beatmaps; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Screens.Edit; @@ -44,6 +43,36 @@ namespace osu.Game.Tests.Editing Assert.That(stateChangedFired, Is.EqualTo(2)); } + [Test] + public void TestApplyThenUndoThenApplySameChange() + { + var (handler, beatmap) = createChangeHandler(); + + Assert.That(handler.CanUndo.Value, Is.False); + Assert.That(handler.CanRedo.Value, Is.False); + + string originalHash = handler.CurrentStateHash; + + addArbitraryChange(beatmap); + handler.SaveState(); + + Assert.That(handler.CanUndo.Value, Is.True); + Assert.That(handler.CanRedo.Value, Is.False); + Assert.That(stateChangedFired, Is.EqualTo(1)); + + string hash = handler.CurrentStateHash; + + // save a save without making any changes + handler.RestoreState(-1); + + Assert.That(originalHash, Is.EqualTo(handler.CurrentStateHash)); + Assert.That(stateChangedFired, Is.EqualTo(2)); + + addArbitraryChange(beatmap); + handler.SaveState(); + Assert.That(hash, Is.EqualTo(handler.CurrentStateHash)); + } + [Test] public void TestSaveSameStateDoesNotSave() { @@ -139,7 +168,7 @@ namespace osu.Game.Tests.Editing private void addArbitraryChange(EditorBeatmap beatmap) { - beatmap.Add(new HitCircle { StartTime = RNG.Next(0, 100000) }); + beatmap.Add(new HitCircle { StartTime = 2760 }); } } } From 7e34c5e239e2e9fed537ce99cde4f7b3311a6469 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Fri, 27 Nov 2020 16:57:11 +0900 Subject: [PATCH 10/17] Fix state application always checking newest state for early abort, rather than current --- osu.Game/Screens/Edit/EditorChangeHandler.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Screens/Edit/EditorChangeHandler.cs b/osu.Game/Screens/Edit/EditorChangeHandler.cs index 62187aed24..2dcb416a03 100644 --- a/osu.Game/Screens/Edit/EditorChangeHandler.cs +++ b/osu.Game/Screens/Edit/EditorChangeHandler.cs @@ -76,7 +76,7 @@ namespace osu.Game.Screens.Edit var newState = stream.ToArray(); // if the previous state is binary equal we don't need to push a new one, unless this is the initial state. - if (savedStates.Count > 0 && newState.SequenceEqual(savedStates.Last())) return; + if (savedStates.Count > 0 && newState.SequenceEqual(savedStates[currentState])) return; if (currentState < savedStates.Count - 1) savedStates.RemoveRange(currentState + 1, savedStates.Count - currentState - 1); From 8ad4cf73f5c17fca110486de442a83cf11074473 Mon Sep 17 00:00:00 2001 From: Endrik Tombak Date: Sat, 28 Nov 2020 17:07:29 +0200 Subject: [PATCH 11/17] Scale stars from 0.4 to 1 --- osu.Game/Graphics/UserInterface/StarCounter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Graphics/UserInterface/StarCounter.cs b/osu.Game/Graphics/UserInterface/StarCounter.cs index b13d6485ac..f249156a59 100644 --- a/osu.Game/Graphics/UserInterface/StarCounter.cs +++ b/osu.Game/Graphics/UserInterface/StarCounter.cs @@ -147,7 +147,7 @@ namespace osu.Game.Graphics.UserInterface public override void DisplayAt(float scale) { - scale = Math.Clamp(scale, min_star_scale, 1); + scale = Math.Clamp(scale * (1 - min_star_scale) + min_star_scale, min_star_scale, 1); this.FadeTo(scale, fading_duration); Icon.ScaleTo(scale, scaling_duration, scaling_easing); From 8e0f525588a5d0e997b5a15da50045ebbb719434 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sat, 28 Nov 2020 20:29:35 +0100 Subject: [PATCH 12/17] Rewrite existing test scene somewhat --- .../Visual/Gameplay/TestSceneStarCounter.cs | 35 ++++++++----------- 1 file changed, 15 insertions(+), 20 deletions(-) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs index 709e71d195..d6a6ef712a 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs @@ -3,7 +3,6 @@ using NUnit.Framework; using osu.Framework.Graphics; -using osu.Framework.Graphics.Sprites; using osu.Framework.Utils; using osu.Game.Graphics.Sprites; using osu.Game.Graphics.UserInterface; @@ -14,44 +13,40 @@ namespace osu.Game.Tests.Visual.Gameplay [TestFixture] public class TestSceneStarCounter : OsuTestScene { + private readonly StarCounter starCounter; + private readonly OsuSpriteText starsLabel; + public TestSceneStarCounter() { - StarCounter stars = new StarCounter + starCounter = new StarCounter { Origin = Anchor.Centre, Anchor = Anchor.Centre, - Current = 5, }; - Add(stars); + Add(starCounter); - SpriteText starsLabel = new OsuSpriteText + starsLabel = new OsuSpriteText { Origin = Anchor.Centre, Anchor = Anchor.Centre, Scale = new Vector2(2), Y = 50, - Text = stars.Current.ToString("0.00"), }; Add(starsLabel); - AddRepeatStep(@"random value", delegate - { - stars.Current = RNG.NextSingle() * (stars.StarCount + 1); - starsLabel.Text = stars.Current.ToString("0.00"); - }, 10); + setStars(5); - AddStep(@"Stop animation", delegate - { - stars.StopAnimation(); - }); + AddRepeatStep("random value", () => setStars(RNG.NextSingle() * (starCounter.StarCount + 1)), 10); + AddStep("stop animation", () => starCounter.StopAnimation()); + AddStep("reset", () => setStars(0)); + } - AddStep(@"Reset", delegate - { - stars.Current = 0; - starsLabel.Text = stars.Current.ToString("0.00"); - }); + private void setStars(float stars) + { + starCounter.Current = stars; + starsLabel.Text = starCounter.Current.ToString("0.00"); } } } From 9bf70e4e97ed84c95bb5d19eb4e7cf59391f7e8c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sat, 28 Nov 2020 20:32:08 +0100 Subject: [PATCH 13/17] Add slider test step for visual inspection purposes --- osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs b/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs index d6a6ef712a..717485bcc1 100644 --- a/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs +++ b/osu.Game.Tests/Visual/Gameplay/TestSceneStarCounter.cs @@ -39,6 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay setStars(5); AddRepeatStep("random value", () => setStars(RNG.NextSingle() * (starCounter.StarCount + 1)), 10); + AddSliderStep("exact value", 0f, 10f, 5f, setStars); AddStep("stop animation", () => starCounter.StopAnimation()); AddStep("reset", () => setStars(0)); } From a3afd88387b0d4cb939adf2ff69cd3031672d06a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Bart=C5=82omiej=20Dach?= Date: Sat, 28 Nov 2020 20:35:03 +0100 Subject: [PATCH 14/17] Use Interpolation.Lerp --- osu.Game/Graphics/UserInterface/StarCounter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game/Graphics/UserInterface/StarCounter.cs b/osu.Game/Graphics/UserInterface/StarCounter.cs index f249156a59..894a21fcf3 100644 --- a/osu.Game/Graphics/UserInterface/StarCounter.cs +++ b/osu.Game/Graphics/UserInterface/StarCounter.cs @@ -147,7 +147,7 @@ namespace osu.Game.Graphics.UserInterface public override void DisplayAt(float scale) { - scale = Math.Clamp(scale * (1 - min_star_scale) + min_star_scale, min_star_scale, 1); + scale = (float)Interpolation.Lerp(min_star_scale, 1, Math.Clamp(scale, 0, 1)); this.FadeTo(scale, fading_duration); Icon.ScaleTo(scale, scaling_duration, scaling_easing); From 6bea78619a9c59aefcbd47d935233fc61496031e Mon Sep 17 00:00:00 2001 From: Dan Balasescu Date: Mon, 30 Nov 2020 13:33:29 +0900 Subject: [PATCH 15/17] Update comment MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-authored-by: Bartłomiej Dach --- osu.Game.Tests/Editing/EditorChangeHandlerTest.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs b/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs index 5064b0fd22..481cb3230e 100644 --- a/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs +++ b/osu.Game.Tests/Editing/EditorChangeHandlerTest.cs @@ -62,7 +62,7 @@ namespace osu.Game.Tests.Editing string hash = handler.CurrentStateHash; - // save a save without making any changes + // undo a change without saving handler.RestoreState(-1); Assert.That(originalHash, Is.EqualTo(handler.CurrentStateHash)); From 73990a6674a4d4037574bf569c3b361b857d9dc7 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 30 Nov 2020 15:20:52 +0900 Subject: [PATCH 16/17] Fix osu!catch combo counter not showing after 1 combo --- osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs b/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs index abbdeacd9a..f2f783a11c 100644 --- a/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs +++ b/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs @@ -55,6 +55,11 @@ namespace osu.Game.Rulesets.Catch.UI HitObjectContainer, CatcherArea, }; + } + + protected override void LoadComplete() + { + base.LoadComplete(); NewResult += onNewResult; RevertResult += onRevertResult; From 9fbfb1aa9fd2fd766c066c0b987ee4089b5c2066 Mon Sep 17 00:00:00 2001 From: Dean Herbert Date: Mon, 30 Nov 2020 15:22:55 +0900 Subject: [PATCH 17/17] Add comment explaining requirement --- osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs | 1 + 1 file changed, 1 insertion(+) diff --git a/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs b/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs index f2f783a11c..9df32d8d36 100644 --- a/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs +++ b/osu.Game.Rulesets.Catch/UI/CatchPlayfield.cs @@ -61,6 +61,7 @@ namespace osu.Game.Rulesets.Catch.UI { base.LoadComplete(); + // these subscriptions need to be done post constructor to ensure externally bound components have a chance to populate required fields (ScoreProcessor / ComboAtJudgement in this case). NewResult += onNewResult; RevertResult += onRevertResult; }