mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Merge branch 'master' of github.com:ppy/osu into better-clocks
# Conflicts: # osu.Game/Beatmaps/Objects/Osu/Drawable/DrawableCircle.cs
This commit is contained in:
@ -40,7 +40,7 @@ namespace osu.Game.Beatmaps.Drawable
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Texture = working.Background,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(0.5f),
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Scale = new Vector2(1366 / working.Background.Width * 0.6f),
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Colour = new Color4(200, 200, 200, 255),
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},
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new FlowContainer
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|
@ -23,12 +23,14 @@ namespace osu.Game.Beatmaps.Drawable
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Masking = true;
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CornerRadius = 10;
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BorderColour = new Color4(221, 255, 255, 0);
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BorderColour = new Color4(221, 255, 255, 255);
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RelativeSizeAxes = Axes.X;
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Deselected();
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}
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private PanelSelectedState state;
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private PanelSelectedState state = PanelSelectedState.NotSelected;
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public PanelSelectedState State
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{
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@ -53,7 +55,6 @@ namespace osu.Game.Beatmaps.Drawable
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protected virtual void Selected()
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{
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BorderColour = new Color4(BorderColour.R, BorderColour.G, BorderColour.B, 1f);
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BorderThickness = 2.5f;
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EdgeEffect = new EdgeEffect
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@ -67,7 +68,6 @@ namespace osu.Game.Beatmaps.Drawable
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protected virtual void Deselected()
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{
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BorderColour = new Color4(BorderColour.R, BorderColour.G, BorderColour.B, 0);
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BorderThickness = 0;
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EdgeEffect = new EdgeEffect
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|
@ -1,13 +1,15 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using osu.Game.Beatmaps.Objects;
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using OpenTK.Graphics;
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namespace osu.Game.Beatmaps.Formats
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{
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public abstract class BeatmapDecoder
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{
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private static Dictionary<string, Type> decoders { get; } = new Dictionary<string, Type>();
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public static BeatmapDecoder GetDecoder(TextReader stream)
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{
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var line = stream.ReadLine().Trim();
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@ -20,7 +22,39 @@ namespace osu.Game.Beatmaps.Formats
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{
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decoders[magic] = typeof(T);
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}
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public abstract Beatmap Decode(TextReader stream);
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public virtual Beatmap Decode(TextReader stream)
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{
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Beatmap b = ParseFile(stream);
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Process(b);
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return b;
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}
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public virtual Beatmap Process(Beatmap beatmap)
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{
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ApplyColours(beatmap);
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return beatmap;
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}
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protected abstract Beatmap ParseFile(TextReader stream);
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public virtual void ApplyColours(Beatmap b)
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{
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List<Color4> colours = b.ComboColors ?? new List<Color4>() {
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new Color4(17, 136, 170, 255),
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new Color4(102,136,0, 255),
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new Color4(204,102,0, 255),
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new Color4(121,9,13, 255),
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};
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int i = -1;
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foreach (HitObject h in b.HitObjects)
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{
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if (h.NewCombo) i = (i + 1) % colours.Count;
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h.Colour = colours[i];
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}
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}
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}
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}
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|
20
osu.Game/Beatmaps/Formats/ConstructableBeatmapDecoder.cs
Normal file
20
osu.Game/Beatmaps/Formats/ConstructableBeatmapDecoder.cs
Normal file
@ -0,0 +1,20 @@
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//Copyright (c) 2007-2016 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 System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace osu.Game.Beatmaps.Formats
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{
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public class ConstructableBeatmapDecoder : BeatmapDecoder
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{
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protected override Beatmap ParseFile(TextReader stream)
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{
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throw new NotImplementedException();
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}
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}
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}
|
@ -207,7 +207,7 @@ namespace osu.Game.Beatmaps.Formats
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});
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}
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public override Beatmap Decode(TextReader stream)
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protected override Beatmap ParseFile(TextReader stream)
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{
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var beatmap = new Beatmap
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{
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@ -270,7 +270,9 @@ namespace osu.Game.Beatmaps.Formats
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handleColours(beatmap, key, val);
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break;
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case Section.HitObjects:
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beatmap.HitObjects.Add(HitObject.Parse(beatmap.BeatmapInfo.Mode, val));
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var h = HitObject.Parse(beatmap.BeatmapInfo.Mode, val);
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if (h != null)
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beatmap.HitObjects.Add(h);
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break;
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}
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}
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|
@ -14,14 +14,18 @@ namespace osu.Game.Beatmaps.Objects
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{
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public abstract class DrawableHitObject : Container, IStateful<ArmedState>
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{
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//todo: move to a more central implementation. this logic should not be at a drawable level.
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public Action<DrawableHitObject> OnHit;
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public Action<DrawableHitObject> OnMiss;
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public Func<DrawableHitObject, bool> AllowHit;
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public HitObject HitObject;
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public DrawableHitObject(HitObject hitObject)
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{
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HitObject = hitObject;
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Depth = -(float)hitObject.StartTime;
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}
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private ArmedState state;
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@ -31,12 +35,29 @@ namespace osu.Game.Beatmaps.Objects
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set
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{
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if (state == value) return;
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state = value;
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UpdateState(state);
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}
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}
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protected double? HitTime;
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protected virtual bool Hit()
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{
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if (State != ArmedState.Disarmed)
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return false;
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if (AllowHit?.Invoke(this) == false)
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return false;
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HitTime = Time;
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State = ArmedState.Armed;
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return true;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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|
@ -4,6 +4,7 @@
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using osu.Game.Beatmaps.Objects.Osu;
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using osu.Game.Beatmaps.Samples;
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using osu.Game.GameModes.Play;
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using OpenTK.Graphics;
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namespace osu.Game.Beatmaps.Objects
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{
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@ -15,6 +16,10 @@ namespace osu.Game.Beatmaps.Objects
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public double StartTime;
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public virtual double EndTime => StartTime;
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public bool NewCombo { get; set; }
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public Color4 Colour = new Color4(17, 136, 170, 255);
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public double Duration => EndTime - StartTime;
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public HitSampleInfo Sample;
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|
@ -7,6 +7,5 @@ namespace osu.Game.Beatmaps.Objects.Osu
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{
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public class Circle : OsuBaseHit
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{
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public Color4 Colour = new Color4(17, 136, 170, 255);
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}
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}
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|
@ -8,22 +8,21 @@ using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transformations;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using OpenTK;
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namespace osu.Game.Beatmaps.Objects.Osu.Drawable
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{
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public class DrawableCircle : DrawableHitObject
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{
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private Sprite approachCircle;
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private CirclePart circle;
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private RingPart ring;
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private FlashPart flash;
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private ExplodePart explode;
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private NumberPart number;
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private GlowPart glow;
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private CircleLayer circle;
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private RingLayer ring;
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private FlashLayer flash;
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private ExplodeLayer explode;
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private NumberLayer number;
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private GlowLayer glow;
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private OsuBaseHit h;
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public DrawableCircle(Circle h) : base(h)
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@ -31,28 +30,27 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
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this.h = h;
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Origin = Anchor.Centre;
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Alpha = 0;
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Position = h.Position;
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Scale = new Vector2(0.4f);
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RelativePositionAxes = Axes.Both;
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Position = new Vector2(h.Position.X / 512, h.Position.Y / 384);
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Children = new Framework.Graphics.Drawable[]
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{
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glow = new GlowPart()
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{
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Colour = h.Colour,
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},
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circle = new CirclePart()
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{
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Colour = h.Colour,
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Hit = delegate { State = ArmedState.Armed; }
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},
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number = new NumberPart(),
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ring = new RingPart(),
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flash = new FlashPart(),
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explode = new ExplodePart()
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glow = new GlowLayer
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{
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Colour = h.Colour
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},
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circle = new CircleLayer
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{
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Colour = h.Colour,
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Hit = Hit,
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},
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number = new NumberLayer(),
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ring = new RingLayer(),
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flash = new FlashLayer(),
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explode = new ExplodeLayer
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{
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Colour = h.Colour,
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},
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approachCircle = new Sprite
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{
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Anchor = Anchor.Centre,
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@ -61,7 +59,8 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
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}
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};
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Size = new Vector2(100);
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//may not be so correct
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Size = circle.DrawSize;
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}
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protected override void Load(BaseGame game)
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@ -71,63 +70,82 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
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approachCircle.Texture = game.Textures.Get(@"Play/osu/approachcircle@2x");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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Flush(); //move to DrawableHitObject
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Flush(true); //move to DrawableHitObject
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Transforms.Add(new TransformAlpha { StartTime = h.StartTime - 1000, EndTime = h.StartTime - 800, StartValue = 0, EndValue = 1 });
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double t = HitTime ?? h.StartTime;
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approachCircle.Transforms.Add(new TransformScale { StartTime = h.StartTime - 1000, EndTime = h.StartTime, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
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approachCircle.Transforms.Add(new TransformAlpha { StartTime = h.StartTime, EndTime = h.StartTime, StartValue = 1, EndValue = 0 });
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//sane defaults
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ring.Alpha = circle.Alpha = number.Alpha = approachCircle.Alpha = glow.Alpha = 1;
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explode.Alpha = 0;
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Scale = Vector2.One;
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|
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glow.Transforms.Add(new TransformAlpha { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = glow.Alpha, EndValue = 0 });
|
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//always-present transforms
|
||||
Transforms.Add(new TransformAlpha { StartTime = t - 1000, EndTime = t - 800, StartValue = 0, EndValue = 1 });
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||||
approachCircle.Transforms.Add(new TransformScale { StartTime = t - 1000, EndTime = t, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
|
||||
|
||||
//set transform delay to t==hitTime
|
||||
Delay(t - Time, true);
|
||||
|
||||
approachCircle.FadeOut();
|
||||
glow.FadeOut(400);
|
||||
|
||||
switch (state)
|
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{
|
||||
case ArmedState.Disarmed:
|
||||
Transforms.Add(new TransformAlpha { StartTime = h.StartTime + h.Duration + 200, EndTime = h.StartTime + h.Duration + 400, StartValue = 1, EndValue = 0 });
|
||||
Delay(h.Duration + 200);
|
||||
FadeOut(200);
|
||||
break;
|
||||
case ArmedState.Armed:
|
||||
const float flashIn = 30;
|
||||
const float fadeOut = 800;
|
||||
const double flash_in = 30;
|
||||
|
||||
//Transforms.Add(new TransformScale() { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = Scale, EndValue = Scale * 1.1f });
|
||||
flash.FadeTo(0.8f, flash_in);
|
||||
flash.Delay(flash_in);
|
||||
flash.FadeOut(100);
|
||||
|
||||
ring.Transforms.Add(new TransformAlpha { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
|
||||
circle.Transforms.Add(new TransformAlpha { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
|
||||
number.Transforms.Add(new TransformAlpha { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
|
||||
explode.FadeIn(flash_in);
|
||||
|
||||
flash.Transforms.Add(new TransformAlpha { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0.8f });
|
||||
flash.Transforms.Add(new TransformAlpha { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + 100, StartValue = 0.8f, EndValue = 0 });
|
||||
Delay(flash_in, true);
|
||||
|
||||
explode.Transforms.Add(new TransformAlpha { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 1 });
|
||||
//after the flash, we can hide some elements that were behind it
|
||||
ring.FadeOut();
|
||||
circle.FadeOut();
|
||||
number.FadeOut();
|
||||
|
||||
Transforms.Add(new TransformAlpha { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + fadeOut, StartValue = 1, EndValue = 0 });
|
||||
|
||||
Transforms.Add(new TransformScale { StartTime = h.StartTime + h.Duration, EndTime = h.StartTime + h.Duration + 400, StartValue = Scale, EndValue = Scale * 1.5f, Easing = EasingTypes.OutQuad });
|
||||
FadeOut(800);
|
||||
ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
class NumberPart : Container
|
||||
private class NumberLayer : Container
|
||||
{
|
||||
private Sprite number;
|
||||
|
||||
public NumberPart()
|
||||
public NumberLayer()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
Children = new[]
|
||||
{
|
||||
number = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Alpha = 1,
|
||||
}
|
||||
number = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Alpha = 1
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@ -138,39 +156,39 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
}
|
||||
}
|
||||
|
||||
class GlowPart : Container
|
||||
private class GlowLayer : Container
|
||||
{
|
||||
private Sprite layer3;
|
||||
private Sprite layer;
|
||||
|
||||
public GlowPart()
|
||||
public GlowLayer()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
Children = new[]
|
||||
{
|
||||
layer3 = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
BlendingMode = BlendingMode.Additive,
|
||||
Alpha = 0.5f,
|
||||
}
|
||||
layer = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
BlendingMode = BlendingMode.Additive,
|
||||
Alpha = 0.5f
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void Load(BaseGame game)
|
||||
{
|
||||
base.Load(game);
|
||||
layer3.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x");
|
||||
layer.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x");
|
||||
}
|
||||
}
|
||||
|
||||
class RingPart : Container
|
||||
private class RingLayer : Container
|
||||
{
|
||||
private Sprite ring;
|
||||
|
||||
public RingPart()
|
||||
public RingLayer()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
@ -180,8 +198,8 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
ring = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
Origin = Anchor.Centre
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@ -192,11 +210,12 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
}
|
||||
}
|
||||
|
||||
class FlashPart : Container
|
||||
private class FlashLayer : Container
|
||||
{
|
||||
public FlashPart()
|
||||
public FlashLayer()
|
||||
{
|
||||
Size = new Vector2(144);
|
||||
|
||||
Masking = true;
|
||||
CornerRadius = Size.X / 2;
|
||||
|
||||
@ -210,15 +229,15 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
RelativeSizeAxes = Axes.Both
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
class ExplodePart : Container
|
||||
private class ExplodeLayer : Container
|
||||
{
|
||||
public ExplodePart()
|
||||
public ExplodeLayer()
|
||||
{
|
||||
Size = new Vector2(144);
|
||||
|
||||
@ -232,53 +251,21 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
{
|
||||
new Triangles
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
class Triangles : Container
|
||||
{
|
||||
private Texture tex;
|
||||
|
||||
protected override void Load(BaseGame game)
|
||||
{
|
||||
base.Load(game);
|
||||
|
||||
tex = game.Textures.Get(@"Play/osu/triangle@2x");
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
Add(new Sprite
|
||||
{
|
||||
Texture = tex,
|
||||
Origin = Anchor.Centre,
|
||||
Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y),
|
||||
Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
|
||||
Alpha = RNG.NextSingle() * 0.3f,
|
||||
});
|
||||
RelativeSizeAxes = Axes.Both
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
foreach (Framework.Graphics.Drawable d in Children)
|
||||
d.Position -= new Vector2(0, (float)(d.Scale.X * (Time.Elapsed / 20)));
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
class CirclePart : Container
|
||||
private class CircleLayer : Container
|
||||
{
|
||||
|
||||
private Sprite disc;
|
||||
private Triangles triangles;
|
||||
|
||||
public Action Hit;
|
||||
public Func<bool> Hit;
|
||||
|
||||
public CirclePart()
|
||||
public CircleLayer()
|
||||
{
|
||||
Size = new Vector2(144);
|
||||
Masking = true;
|
||||
@ -292,13 +279,13 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
disc = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Origin = Anchor.Centre
|
||||
},
|
||||
triangles = new Triangles
|
||||
{
|
||||
BlendingMode = BlendingMode.Additive,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
RelativeSizeAxes = Axes.Both
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
@ -313,37 +300,38 @@ namespace osu.Game.Beatmaps.Objects.Osu.Drawable
|
||||
Hit?.Invoke();
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
class Triangles : Container
|
||||
private class Triangles : Container
|
||||
{
|
||||
private Texture tex;
|
||||
|
||||
protected override void Load(BaseGame game)
|
||||
{
|
||||
private Texture tex;
|
||||
base.Load(game);
|
||||
|
||||
protected override void Load(BaseGame game)
|
||||
tex = game.Textures.Get(@"Play/osu/triangle@2x");
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
{
|
||||
base.Load(game);
|
||||
|
||||
tex = game.Textures.Get(@"Play/osu/triangle@2x");
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
Add(new Sprite
|
||||
{
|
||||
Add(new Sprite
|
||||
{
|
||||
Texture = tex,
|
||||
Origin = Anchor.Centre,
|
||||
Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y),
|
||||
Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
|
||||
Alpha = RNG.NextSingle() * 0.3f,
|
||||
});
|
||||
}
|
||||
Texture = tex,
|
||||
Origin = Anchor.Centre,
|
||||
RelativePositionAxes = Axes.Both,
|
||||
Position = new Vector2(RNG.NextSingle(), RNG.NextSingle()),
|
||||
Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
|
||||
Alpha = RNG.NextSingle() * 0.3f
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
foreach (Framework.Graphics.Drawable d in Children)
|
||||
d.Position -= new Vector2(0, (float)(d.Scale.X * (Time.Elapsed / 20)));
|
||||
}
|
||||
foreach (Framework.Graphics.Drawable d in Children)
|
||||
d.Position -= new Vector2(0, (float)(d.Scale.X * (Time.Elapsed / 2880)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -10,7 +10,6 @@ namespace osu.Game.Beatmaps.Objects.Osu
|
||||
public abstract class OsuBaseHit : HitObject
|
||||
{
|
||||
public Vector2 Position { get; set; }
|
||||
public bool NewCombo { get; set; }
|
||||
|
||||
[Flags]
|
||||
private enum HitObjectType
|
||||
|
Reference in New Issue
Block a user