Merge branch 'master' into taiko-drumroll-party

# Conflicts:
#	osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
This commit is contained in:
Tim Oliver
2020-04-25 13:31:50 +08:00
62 changed files with 743 additions and 361 deletions

View File

@ -92,8 +92,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
// The input manager processes all input prior to us updating, so this is the perfect time
// for us to remove the extra press blocking, before input is handled in the next frame
pressHandledThisFrame = false;
Size = BaseSize * Parent.RelativeChildSize;
}
protected override void UpdateStateTransforms(ArmedState state)

View File

@ -3,15 +3,20 @@
using osu.Game.Rulesets.Objects.Types;
using System;
using System.Collections.Generic;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Judgements;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects
{
public class DrumRoll : TaikoHitObject, IHasEndTime
public class DrumRoll : TaikoHitObject, IHasCurve
{
/// <summary>
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
@ -26,6 +31,11 @@ namespace osu.Game.Rulesets.Taiko.Objects
public double Duration { get; set; }
/// <summary>
/// Velocity of this <see cref="DrumRoll"/>.
/// </summary>
public double Velocity { get; private set; }
/// <summary>
/// Numer of ticks per beat length.
/// </summary>
@ -54,6 +64,10 @@ namespace osu.Game.Rulesets.Taiko.Objects
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
double scoringDistance = base_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
Velocity = scoringDistance / timingPoint.BeatLength;
tickSpacing = timingPoint.BeatLength / TickRate;
overallDifficulty = difficulty.OverallDifficulty;
@ -93,5 +107,18 @@ namespace osu.Game.Rulesets.Taiko.Objects
public override Judgement CreateJudgement() => new TaikoDrumRollJudgement();
protected override HitWindows CreateHitWindows() => HitWindows.Empty;
#region LegacyBeatmapEncoder
double IHasDistance.Distance => Duration * Velocity;
int IHasRepeats.RepeatCount { get => 0; set { } }
List<IList<HitSampleInfo>> IHasRepeats.NodeSamples => new List<IList<HitSampleInfo>>();
SliderPath IHasCurve.Path
=> new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(1) }, ((IHasDistance)this).Distance / TaikoBeatmapConverter.LEGACY_VELOCITY_MULTIPLIER);
#endregion
}
}