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https://github.com/osukey/osukey.git
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Merge branch 'master' into fl-opacity
This commit is contained in:
@ -12,14 +12,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
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{
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public class OsuDifficultyAttributes : DifficultyAttributes
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{
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[JsonProperty("aim_strain")]
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public double AimStrain { get; set; }
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[JsonProperty("aim_difficulty")]
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public double AimDifficulty { get; set; }
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[JsonProperty("speed_strain")]
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public double SpeedStrain { get; set; }
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[JsonProperty("speed_difficulty")]
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public double SpeedDifficulty { get; set; }
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[JsonProperty("flashlight_rating")]
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public double FlashlightRating { get; set; }
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[JsonProperty("flashlight_difficulty")]
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public double FlashlightDifficulty { get; set; }
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[JsonProperty("slider_factor")]
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public double SliderFactor { get; set; }
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@ -43,15 +43,15 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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foreach (var v in base.ToDatabaseAttributes())
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yield return v;
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yield return (ATTRIB_ID_AIM, AimStrain);
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yield return (ATTRIB_ID_SPEED, SpeedStrain);
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yield return (ATTRIB_ID_AIM, AimDifficulty);
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yield return (ATTRIB_ID_SPEED, SpeedDifficulty);
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yield return (ATTRIB_ID_OVERALL_DIFFICULTY, OverallDifficulty);
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yield return (ATTRIB_ID_APPROACH_RATE, ApproachRate);
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yield return (ATTRIB_ID_MAX_COMBO, MaxCombo);
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yield return (ATTRIB_ID_STRAIN, StarRating);
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yield return (ATTRIB_ID_DIFFICULTY, StarRating);
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if (ShouldSerializeFlashlightRating())
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightRating);
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yield return (ATTRIB_ID_FLASHLIGHT, FlashlightDifficulty);
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yield return (ATTRIB_ID_SLIDER_FACTOR, SliderFactor);
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}
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@ -60,18 +60,25 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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base.FromDatabaseAttributes(values);
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AimStrain = values[ATTRIB_ID_AIM];
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SpeedStrain = values[ATTRIB_ID_SPEED];
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AimDifficulty = values[ATTRIB_ID_AIM];
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SpeedDifficulty = values[ATTRIB_ID_SPEED];
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OverallDifficulty = values[ATTRIB_ID_OVERALL_DIFFICULTY];
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ApproachRate = values[ATTRIB_ID_APPROACH_RATE];
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MaxCombo = (int)values[ATTRIB_ID_MAX_COMBO];
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StarRating = values[ATTRIB_ID_STRAIN];
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FlashlightRating = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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StarRating = values[ATTRIB_ID_DIFFICULTY];
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FlashlightDifficulty = values.GetValueOrDefault(ATTRIB_ID_FLASHLIGHT);
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SliderFactor = values[ATTRIB_ID_SLIDER_FACTOR];
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}
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// Used implicitly by Newtonsoft.Json to not serialize flashlight property in some cases.
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#region Newtonsoft.Json implicit ShouldSerialize() methods
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// The properties in this region are used implicitly by Newtonsoft.Json to not serialise certain fields in some cases.
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// They rely on being named exactly the same as the corresponding fields (casing included) and as such should NOT be renamed
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// unless the fields are also renamed.
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[UsedImplicitly]
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public bool ShouldSerializeFlashlightRating() => Mods.Any(m => m is ModFlashlight);
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#endregion
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}
|
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}
|
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|
@ -74,9 +74,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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{
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StarRating = starRating,
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Mods = mods,
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AimStrain = aimRating,
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SpeedStrain = speedRating,
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FlashlightRating = flashlightRating,
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AimDifficulty = aimRating,
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SpeedDifficulty = speedRating,
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FlashlightDifficulty = flashlightRating,
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SliderFactor = sliderFactor,
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ApproachRate = preempt > 1200 ? (1800 - preempt) / 120 : (1200 - preempt) / 150 + 5,
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OverallDifficulty = (80 - hitWindowGreat) / 6,
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|
26
osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceAttributes.cs
Normal file
26
osu.Game.Rulesets.Osu/Difficulty/OsuPerformanceAttributes.cs
Normal file
@ -0,0 +1,26 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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||||
// See the LICENCE file in the repository root for full licence text.
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||||
|
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using Newtonsoft.Json;
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using osu.Game.Rulesets.Difficulty;
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namespace osu.Game.Rulesets.Osu.Difficulty
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{
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public class OsuPerformanceAttributes : PerformanceAttributes
|
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{
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[JsonProperty("aim")]
|
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public double Aim { get; set; }
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|
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[JsonProperty("speed")]
|
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public double Speed { get; set; }
|
||||
|
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[JsonProperty("accuracy")]
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public double Accuracy { get; set; }
|
||||
|
||||
[JsonProperty("flashlight")]
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||||
public double Flashlight { get; set; }
|
||||
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[JsonProperty("effective_miss_count")]
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public double EffectiveMissCount { get; set; }
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}
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}
|
@ -25,14 +25,14 @@ namespace osu.Game.Rulesets.Osu.Difficulty
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private int countMeh;
|
||||
private int countMiss;
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|
||||
private int effectiveMissCount;
|
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private double effectiveMissCount;
|
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|
||||
public OsuPerformanceCalculator(Ruleset ruleset, DifficultyAttributes attributes, ScoreInfo score)
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: base(ruleset, attributes, score)
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{
|
||||
}
|
||||
|
||||
public override double Calculate(Dictionary<string, double> categoryRatings = null)
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public override PerformanceAttributes Calculate()
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{
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mods = Score.Mods;
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accuracy = Score.Accuracy;
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@ -45,11 +45,10 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
double multiplier = 1.12; // This is being adjusted to keep the final pp value scaled around what it used to be when changing things.
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||||
|
||||
// Custom multipliers for NoFail and SpunOut.
|
||||
if (mods.Any(m => m is OsuModNoFail))
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||||
multiplier *= Math.Max(0.90, 1.0 - 0.02 * effectiveMissCount);
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if (mods.Any(m => m is OsuModSpunOut))
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if (mods.Any(m => m is OsuModSpunOut) && totalHits > 0)
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multiplier *= 1.0 - Math.Pow((double)Attributes.SpinnerCount / totalHits, 0.85);
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if (mods.Any(h => h is OsuModRelax))
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@ -72,42 +71,35 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
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Math.Pow(flashlightValue, 1.1), 1.0 / 1.1
|
||||
) * multiplier;
|
||||
|
||||
if (categoryRatings != null)
|
||||
return new OsuPerformanceAttributes
|
||||
{
|
||||
categoryRatings.Add("Aim", aimValue);
|
||||
categoryRatings.Add("Speed", speedValue);
|
||||
categoryRatings.Add("Accuracy", accuracyValue);
|
||||
categoryRatings.Add("Flashlight", flashlightValue);
|
||||
categoryRatings.Add("OD", Attributes.OverallDifficulty);
|
||||
categoryRatings.Add("AR", Attributes.ApproachRate);
|
||||
categoryRatings.Add("Max Combo", Attributes.MaxCombo);
|
||||
}
|
||||
|
||||
return totalValue;
|
||||
Aim = aimValue,
|
||||
Speed = speedValue,
|
||||
Accuracy = accuracyValue,
|
||||
Flashlight = flashlightValue,
|
||||
EffectiveMissCount = effectiveMissCount,
|
||||
Total = totalValue
|
||||
};
|
||||
}
|
||||
|
||||
private double computeAimValue()
|
||||
{
|
||||
double rawAim = Attributes.AimStrain;
|
||||
double rawAim = Attributes.AimDifficulty;
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
rawAim = Math.Pow(rawAim, 0.8);
|
||||
|
||||
double aimValue = Math.Pow(5.0 * Math.Max(1.0, rawAim / 0.0675) - 4.0, 3.0) / 100000.0;
|
||||
|
||||
// Longer maps are worth more.
|
||||
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
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||||
aimValue *= lengthBonus;
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||||
|
||||
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
||||
if (effectiveMissCount > 0)
|
||||
aimValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), effectiveMissCount);
|
||||
aimValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), effectiveMissCount);
|
||||
|
||||
// Combo scaling.
|
||||
if (Attributes.MaxCombo > 0)
|
||||
aimValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
||||
aimValue *= getComboScalingFactor();
|
||||
|
||||
double approachRateFactor = 0.0;
|
||||
if (Attributes.ApproachRate > 10.33)
|
||||
@ -136,7 +128,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
}
|
||||
|
||||
aimValue *= accuracy;
|
||||
// It is important to also consider accuracy difficulty when doing that.
|
||||
// It is important to consider accuracy difficulty when scaling with accuracy.
|
||||
aimValue *= 0.98 + Math.Pow(Attributes.OverallDifficulty, 2) / 2500;
|
||||
|
||||
return aimValue;
|
||||
@ -144,20 +136,17 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
private double computeSpeedValue()
|
||||
{
|
||||
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedStrain / 0.0675) - 4.0, 3.0) / 100000.0;
|
||||
double speedValue = Math.Pow(5.0 * Math.Max(1.0, Attributes.SpeedDifficulty / 0.0675) - 4.0, 3.0) / 100000.0;
|
||||
|
||||
// Longer maps are worth more.
|
||||
double lengthBonus = 0.95 + 0.4 * Math.Min(1.0, totalHits / 2000.0) +
|
||||
(totalHits > 2000 ? Math.Log10(totalHits / 2000.0) * 0.5 : 0.0);
|
||||
speedValue *= lengthBonus;
|
||||
|
||||
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
||||
if (effectiveMissCount > 0)
|
||||
speedValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
|
||||
speedValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
|
||||
|
||||
// Combo scaling.
|
||||
if (Attributes.MaxCombo > 0)
|
||||
speedValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
||||
speedValue *= getComboScalingFactor();
|
||||
|
||||
double approachRateFactor = 0.0;
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if (Attributes.ApproachRate > 10.33)
|
||||
@ -227,7 +216,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
if (!mods.Any(h => h is OsuModFlashlight))
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||||
return 0.0;
|
||||
|
||||
double rawFlashlight = Attributes.FlashlightRating;
|
||||
double rawFlashlight = Attributes.FlashlightDifficulty;
|
||||
|
||||
if (mods.Any(m => m is OsuModTouchDevice))
|
||||
rawFlashlight = Math.Pow(rawFlashlight, 0.8);
|
||||
@ -236,11 +225,9 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
|
||||
// Penalize misses by assessing # of misses relative to the total # of objects. Default a 3% reduction for any # of misses.
|
||||
if (effectiveMissCount > 0)
|
||||
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow((double)effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
|
||||
flashlightValue *= 0.97 * Math.Pow(1 - Math.Pow(effectiveMissCount / totalHits, 0.775), Math.Pow(effectiveMissCount, .875));
|
||||
|
||||
// Combo scaling.
|
||||
if (Attributes.MaxCombo > 0)
|
||||
flashlightValue *= Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
||||
flashlightValue *= getComboScalingFactor();
|
||||
|
||||
// Account for shorter maps having a higher ratio of 0 combo/100 combo flashlight radius.
|
||||
flashlightValue *= 0.7 + 0.1 * Math.Min(1.0, totalHits / 200.0) +
|
||||
@ -254,7 +241,7 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
return flashlightValue;
|
||||
}
|
||||
|
||||
private int calculateEffectiveMissCount()
|
||||
private double calculateEffectiveMissCount()
|
||||
{
|
||||
// Guess the number of misses + slider breaks from combo
|
||||
double comboBasedMissCount = 0.0;
|
||||
@ -266,12 +253,13 @@ namespace osu.Game.Rulesets.Osu.Difficulty
|
||||
comboBasedMissCount = fullComboThreshold / Math.Max(1.0, scoreMaxCombo);
|
||||
}
|
||||
|
||||
// Clamp misscount since it's derived from combo and can be higher than total hits and that breaks some calculations
|
||||
// Clamp miss count since it's derived from combo and can be higher than total hits and that breaks some calculations
|
||||
comboBasedMissCount = Math.Min(comboBasedMissCount, totalHits);
|
||||
|
||||
return Math.Max(countMiss, (int)Math.Floor(comboBasedMissCount));
|
||||
return Math.Max(countMiss, comboBasedMissCount);
|
||||
}
|
||||
|
||||
private double getComboScalingFactor() => Attributes.MaxCombo <= 0 ? 1.0 : Math.Min(Math.Pow(scoreMaxCombo, 0.8) / Math.Pow(Attributes.MaxCombo, 0.8), 1.0);
|
||||
private int totalHits => countGreat + countOk + countMeh + countMiss;
|
||||
private int totalSuccessfulHits => countGreat + countOk + countMeh;
|
||||
}
|
||||
|
@ -16,11 +16,9 @@ using osu.Framework.Input.Events;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Screens.Edit;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
using osuTK.Input;
|
||||
@ -33,6 +31,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
public class PathControlPointPiece : BlueprintPiece<Slider>, IHasTooltip
|
||||
{
|
||||
public Action<PathControlPointPiece, MouseButtonEvent> RequestSelection;
|
||||
|
||||
public Action<PathControlPoint> DragStarted;
|
||||
public Action<DragEvent> DragInProgress;
|
||||
public Action DragEnded;
|
||||
|
||||
public List<PathControlPoint> PointsInSegment;
|
||||
|
||||
public readonly BindableBool IsSelected = new BindableBool();
|
||||
@ -42,12 +45,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
private readonly Container marker;
|
||||
private readonly Drawable markerRing;
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IEditorChangeHandler changeHandler { get; set; }
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IPositionSnapProvider snapProvider { get; set; }
|
||||
|
||||
[Resolved]
|
||||
private OsuColour colours { get; set; }
|
||||
|
||||
@ -138,6 +135,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
updateMarkerDisplay();
|
||||
}
|
||||
|
||||
// Used to pair up mouse down/drag events with their corresponding mouse up events,
|
||||
// to avoid deselecting the piece by accident when the mouse up corresponding to the mouse down/drag fires.
|
||||
private bool keepSelection;
|
||||
|
||||
protected override bool OnMouseDown(MouseDownEvent e)
|
||||
{
|
||||
if (RequestSelection == null)
|
||||
@ -146,22 +147,41 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
switch (e.Button)
|
||||
{
|
||||
case MouseButton.Left:
|
||||
// if control is pressed, do not do anything as the user may be adding to current selection
|
||||
// or dragging all currently selected control points.
|
||||
// if it isn't and the user's intent is to deselect, deselection will happen on mouse up.
|
||||
if (e.ControlPressed && IsSelected.Value)
|
||||
return true;
|
||||
|
||||
RequestSelection.Invoke(this, e);
|
||||
keepSelection = true;
|
||||
|
||||
return true;
|
||||
|
||||
case MouseButton.Right:
|
||||
if (!IsSelected.Value)
|
||||
RequestSelection.Invoke(this, e);
|
||||
|
||||
keepSelection = true;
|
||||
return false; // Allow context menu to show
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override bool OnClick(ClickEvent e) => RequestSelection != null;
|
||||
protected override void OnMouseUp(MouseUpEvent e)
|
||||
{
|
||||
base.OnMouseUp(e);
|
||||
|
||||
private Vector2 dragStartPosition;
|
||||
private PathType? dragPathType;
|
||||
// ctrl+click deselects this piece, but only if this event
|
||||
// wasn't immediately preceded by a matching mouse down or drag.
|
||||
if (IsSelected.Value && e.ControlPressed && !keepSelection)
|
||||
IsSelected.Value = false;
|
||||
|
||||
keepSelection = false;
|
||||
}
|
||||
|
||||
protected override bool OnClick(ClickEvent e) => RequestSelection != null;
|
||||
|
||||
protected override bool OnDragStart(DragStartEvent e)
|
||||
{
|
||||
@ -170,54 +190,17 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
|
||||
if (e.Button == MouseButton.Left)
|
||||
{
|
||||
dragStartPosition = ControlPoint.Position;
|
||||
dragPathType = PointsInSegment[0].Type;
|
||||
|
||||
changeHandler?.BeginChange();
|
||||
DragStarted?.Invoke(ControlPoint);
|
||||
keepSelection = true;
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected override void OnDrag(DragEvent e)
|
||||
{
|
||||
Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
|
||||
var oldPosition = slider.Position;
|
||||
double oldStartTime = slider.StartTime;
|
||||
protected override void OnDrag(DragEvent e) => DragInProgress?.Invoke(e);
|
||||
|
||||
if (ControlPoint == slider.Path.ControlPoints[0])
|
||||
{
|
||||
// Special handling for the head control point - the position of the slider changes which means the snapped position and time have to be taken into account
|
||||
var result = snapProvider?.SnapScreenSpacePositionToValidTime(e.ScreenSpaceMousePosition);
|
||||
|
||||
Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? e.ScreenSpaceMousePosition) - slider.Position;
|
||||
|
||||
slider.Position += movementDelta;
|
||||
slider.StartTime = result?.Time ?? slider.StartTime;
|
||||
|
||||
// Since control points are relative to the position of the slider, they all need to be offset backwards by the delta
|
||||
for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
|
||||
slider.Path.ControlPoints[i].Position -= movementDelta;
|
||||
}
|
||||
else
|
||||
ControlPoint.Position = dragStartPosition + (e.MousePosition - e.MouseDownPosition);
|
||||
|
||||
if (!slider.Path.HasValidLength)
|
||||
{
|
||||
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
|
||||
slider.Path.ControlPoints[i].Position = oldControlPoints[i];
|
||||
|
||||
slider.Position = oldPosition;
|
||||
slider.StartTime = oldStartTime;
|
||||
return;
|
||||
}
|
||||
|
||||
// Maintain the path type in case it got defaulted to bezier at some point during the drag.
|
||||
PointsInSegment[0].Type = dragPathType;
|
||||
}
|
||||
|
||||
protected override void OnDragEnd(DragEndEvent e) => changeHandler?.EndChange();
|
||||
protected override void OnDragEnd(DragEndEvent e) => DragEnded?.Invoke();
|
||||
|
||||
private void cachePoints(Slider slider) => PointsInSegment = slider.Path.PointsInSegment(ControlPoint);
|
||||
|
||||
@ -267,7 +250,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
switch (pathType)
|
||||
{
|
||||
case PathType.Catmull:
|
||||
return colours.Seafoam;
|
||||
return colours.SeaFoam;
|
||||
|
||||
case PathType.Bezier:
|
||||
return colours.Pink;
|
||||
|
@ -4,6 +4,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Specialized;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using Humanizer;
|
||||
using osu.Framework.Allocation;
|
||||
@ -16,6 +17,7 @@ using osu.Framework.Input;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@ -40,6 +42,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
|
||||
public Action<List<PathControlPoint>> RemoveControlPointsRequested;
|
||||
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IPositionSnapProvider snapProvider { get; set; }
|
||||
|
||||
public PathControlPointVisualiser(Slider slider, bool allowSelection)
|
||||
{
|
||||
this.slider = slider;
|
||||
@ -64,6 +69,39 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
controlPoints.BindTo(slider.Path.ControlPoints);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Selects the <see cref="PathControlPointPiece"/> corresponding to the given <paramref name="pathControlPoint"/>,
|
||||
/// and deselects all other <see cref="PathControlPointPiece"/>s.
|
||||
/// </summary>
|
||||
public void SetSelectionTo(PathControlPoint pathControlPoint)
|
||||
{
|
||||
foreach (var p in Pieces)
|
||||
p.IsSelected.Value = p.ControlPoint == pathControlPoint;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Delete all visually selected <see cref="PathControlPoint"/>s.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public bool DeleteSelected()
|
||||
{
|
||||
List<PathControlPoint> toRemove = Pieces.Where(p => p.IsSelected.Value).Select(p => p.ControlPoint).ToList();
|
||||
|
||||
// Ensure that there are any points to be deleted
|
||||
if (toRemove.Count == 0)
|
||||
return false;
|
||||
|
||||
changeHandler?.BeginChange();
|
||||
RemoveControlPointsRequested?.Invoke(toRemove);
|
||||
changeHandler?.EndChange();
|
||||
|
||||
// Since pieces are re-used, they will not point to the deleted control points while remaining selected
|
||||
foreach (var piece in Pieces)
|
||||
piece.IsSelected.Value = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void onControlPointsChanged(object sender, NotifyCollectionChangedEventArgs e)
|
||||
{
|
||||
switch (e.Action)
|
||||
@ -87,7 +125,11 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
Pieces.Add(new PathControlPointPiece(slider, point).With(d =>
|
||||
{
|
||||
if (allowSelection)
|
||||
d.RequestSelection = selectPiece;
|
||||
d.RequestSelection = selectionRequested;
|
||||
|
||||
d.DragStarted = dragStarted;
|
||||
d.DragInProgress = dragInProgress;
|
||||
d.DragEnded = dragEnded;
|
||||
}));
|
||||
|
||||
Connections.Add(new PathControlPointConnectionPiece(slider, e.NewStartingIndex + i));
|
||||
@ -119,6 +161,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
|
||||
protected override bool OnClick(ClickEvent e)
|
||||
{
|
||||
if (Pieces.Any(piece => piece.IsHovered))
|
||||
return false;
|
||||
|
||||
foreach (var piece in Pieces)
|
||||
{
|
||||
piece.IsSelected.Value = false;
|
||||
@ -142,15 +187,12 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
{
|
||||
}
|
||||
|
||||
private void selectPiece(PathControlPointPiece piece, MouseButtonEvent e)
|
||||
private void selectionRequested(PathControlPointPiece piece, MouseButtonEvent e)
|
||||
{
|
||||
if (e.Button == MouseButton.Left && inputManager.CurrentState.Keyboard.ControlPressed)
|
||||
piece.IsSelected.Toggle();
|
||||
else
|
||||
{
|
||||
foreach (var p in Pieces)
|
||||
p.IsSelected.Value = p == piece;
|
||||
}
|
||||
SetSelectionTo(piece.ControlPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -184,25 +226,87 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IEditorChangeHandler changeHandler { get; set; }
|
||||
|
||||
public bool DeleteSelected()
|
||||
{
|
||||
List<PathControlPoint> toRemove = Pieces.Where(p => p.IsSelected.Value).Select(p => p.ControlPoint).ToList();
|
||||
#region Drag handling
|
||||
|
||||
// Ensure that there are any points to be deleted
|
||||
if (toRemove.Count == 0)
|
||||
return false;
|
||||
private Vector2[] dragStartPositions;
|
||||
private PathType?[] dragPathTypes;
|
||||
private int draggedControlPointIndex;
|
||||
private HashSet<PathControlPoint> selectedControlPoints;
|
||||
|
||||
private void dragStarted(PathControlPoint controlPoint)
|
||||
{
|
||||
dragStartPositions = slider.Path.ControlPoints.Select(point => point.Position).ToArray();
|
||||
dragPathTypes = slider.Path.ControlPoints.Select(point => point.Type).ToArray();
|
||||
draggedControlPointIndex = slider.Path.ControlPoints.IndexOf(controlPoint);
|
||||
selectedControlPoints = new HashSet<PathControlPoint>(Pieces.Where(piece => piece.IsSelected.Value).Select(piece => piece.ControlPoint));
|
||||
|
||||
Debug.Assert(draggedControlPointIndex >= 0);
|
||||
|
||||
changeHandler?.BeginChange();
|
||||
RemoveControlPointsRequested?.Invoke(toRemove);
|
||||
changeHandler?.EndChange();
|
||||
|
||||
// Since pieces are re-used, they will not point to the deleted control points while remaining selected
|
||||
foreach (var piece in Pieces)
|
||||
piece.IsSelected.Value = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private void dragInProgress(DragEvent e)
|
||||
{
|
||||
Vector2[] oldControlPoints = slider.Path.ControlPoints.Select(cp => cp.Position).ToArray();
|
||||
var oldPosition = slider.Position;
|
||||
double oldStartTime = slider.StartTime;
|
||||
|
||||
if (selectedControlPoints.Contains(slider.Path.ControlPoints[0]))
|
||||
{
|
||||
// Special handling for selections containing head control point - the position of the slider changes which means the snapped position and time have to be taken into account
|
||||
Vector2 newHeadPosition = Parent.ToScreenSpace(e.MousePosition + (dragStartPositions[0] - dragStartPositions[draggedControlPointIndex]));
|
||||
var result = snapProvider?.SnapScreenSpacePositionToValidTime(newHeadPosition);
|
||||
|
||||
Vector2 movementDelta = Parent.ToLocalSpace(result?.ScreenSpacePosition ?? newHeadPosition) - slider.Position;
|
||||
|
||||
slider.Position += movementDelta;
|
||||
slider.StartTime = result?.Time ?? slider.StartTime;
|
||||
|
||||
for (int i = 1; i < slider.Path.ControlPoints.Count; i++)
|
||||
{
|
||||
var controlPoint = slider.Path.ControlPoints[i];
|
||||
// Since control points are relative to the position of the slider, all points that are _not_ selected
|
||||
// need to be offset _back_ by the delta corresponding to the movement of the head point.
|
||||
// All other selected control points (if any) will move together with the head point
|
||||
// (and so they will not move at all, relative to each other).
|
||||
if (!selectedControlPoints.Contains(controlPoint))
|
||||
controlPoint.Position -= movementDelta;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < controlPoints.Count; ++i)
|
||||
{
|
||||
var controlPoint = controlPoints[i];
|
||||
if (selectedControlPoints.Contains(controlPoint))
|
||||
controlPoint.Position = dragStartPositions[i] + (e.MousePosition - e.MouseDownPosition);
|
||||
}
|
||||
}
|
||||
|
||||
// Snap the path to the current beat divisor before checking length validity.
|
||||
slider.SnapTo(snapProvider);
|
||||
|
||||
if (!slider.Path.HasValidLength)
|
||||
{
|
||||
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
|
||||
slider.Path.ControlPoints[i].Position = oldControlPoints[i];
|
||||
|
||||
slider.Position = oldPosition;
|
||||
slider.StartTime = oldStartTime;
|
||||
// Snap the path length again to undo the invalid length.
|
||||
slider.SnapTo(snapProvider);
|
||||
return;
|
||||
}
|
||||
|
||||
// Maintain the path types in case they got defaulted to bezier at some point during the drag.
|
||||
for (int i = 0; i < slider.Path.ControlPoints.Count; i++)
|
||||
slider.Path.ControlPoints[i].Type = dragPathTypes[i];
|
||||
}
|
||||
|
||||
private void dragEnded() => changeHandler?.EndChange();
|
||||
|
||||
#endregion
|
||||
|
||||
public MenuItem[] ContextMenuItems
|
||||
{
|
||||
get
|
||||
|
@ -9,7 +9,6 @@ using osu.Framework.Graphics;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
@ -50,7 +49,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
private void load()
|
||||
{
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
|
@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using JetBrains.Annotations;
|
||||
using osu.Framework.Allocation;
|
||||
@ -81,7 +80,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
controlPoints.BindTo(HitObject.Path.ControlPoints);
|
||||
|
||||
pathVersion.BindTo(HitObject.Path.Version);
|
||||
pathVersion.BindValueChanged(_ => updatePath());
|
||||
pathVersion.BindValueChanged(_ => editorBeatmap?.Update(HitObject));
|
||||
|
||||
BodyPiece.UpdateFrom(HitObject);
|
||||
}
|
||||
@ -140,7 +139,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
case MouseButton.Left:
|
||||
if (e.ControlPressed && IsSelected)
|
||||
{
|
||||
placementControlPointIndex = addControlPoint(e.MousePosition);
|
||||
changeHandler?.BeginChange();
|
||||
placementControlPoint = addControlPoint(e.MousePosition);
|
||||
ControlPointVisualiser?.SetSelectionTo(placementControlPoint);
|
||||
return true; // Stop input from being handled and modifying the selection
|
||||
}
|
||||
|
||||
@ -150,31 +151,22 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
return false;
|
||||
}
|
||||
|
||||
private int? placementControlPointIndex;
|
||||
[CanBeNull]
|
||||
private PathControlPoint placementControlPoint;
|
||||
|
||||
protected override bool OnDragStart(DragStartEvent e)
|
||||
{
|
||||
if (placementControlPointIndex != null)
|
||||
{
|
||||
changeHandler?.BeginChange();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
protected override bool OnDragStart(DragStartEvent e) => placementControlPoint != null;
|
||||
|
||||
protected override void OnDrag(DragEvent e)
|
||||
{
|
||||
Debug.Assert(placementControlPointIndex != null);
|
||||
|
||||
HitObject.Path.ControlPoints[placementControlPointIndex.Value].Position = e.MousePosition - HitObject.Position;
|
||||
if (placementControlPoint != null)
|
||||
placementControlPoint.Position = e.MousePosition - HitObject.Position;
|
||||
}
|
||||
|
||||
protected override void OnDragEnd(DragEndEvent e)
|
||||
protected override void OnMouseUp(MouseUpEvent e)
|
||||
{
|
||||
if (placementControlPointIndex != null)
|
||||
if (placementControlPoint != null)
|
||||
{
|
||||
placementControlPointIndex = null;
|
||||
placementControlPoint = null;
|
||||
changeHandler?.EndChange();
|
||||
}
|
||||
}
|
||||
@ -193,7 +185,7 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
return false;
|
||||
}
|
||||
|
||||
private int addControlPoint(Vector2 position)
|
||||
private PathControlPoint addControlPoint(Vector2 position)
|
||||
{
|
||||
position -= HitObject.Position;
|
||||
|
||||
@ -211,10 +203,14 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
}
|
||||
}
|
||||
|
||||
// Move the control points from the insertion index onwards to make room for the insertion
|
||||
controlPoints.Insert(insertionIndex, new PathControlPoint { Position = position });
|
||||
var pathControlPoint = new PathControlPoint { Position = position };
|
||||
|
||||
return insertionIndex;
|
||||
// Move the control points from the insertion index onwards to make room for the insertion
|
||||
controlPoints.Insert(insertionIndex, pathControlPoint);
|
||||
|
||||
HitObject.SnapTo(composer);
|
||||
|
||||
return pathControlPoint;
|
||||
}
|
||||
|
||||
private void removeControlPoints(List<PathControlPoint> toRemove)
|
||||
@ -233,7 +229,10 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
controlPoints.Remove(c);
|
||||
}
|
||||
|
||||
// If there are 0 or 1 remaining control points, the slider is in a degenerate (single point) form and should be deleted
|
||||
// Snap the slider to the current beat divisor before checking length validity.
|
||||
HitObject.SnapTo(composer);
|
||||
|
||||
// If there are 0 or 1 remaining control points, or the slider has an invalid length, it is in a degenerate form and should be deleted
|
||||
if (controlPoints.Count <= 1 || !HitObject.Path.HasValidLength)
|
||||
{
|
||||
placementHandler?.Delete(HitObject);
|
||||
@ -248,12 +247,6 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
|
||||
HitObject.Position += first;
|
||||
}
|
||||
|
||||
private void updatePath()
|
||||
{
|
||||
HitObject.Path.ExpectedDistance.Value = composer?.GetSnappedDistanceFromDistance(HitObject, (float)HitObject.Path.CalculatedDistance) ?? (float)HitObject.Path.CalculatedDistance;
|
||||
editorBeatmap?.Update(HitObject);
|
||||
}
|
||||
|
||||
private void convertToStream()
|
||||
{
|
||||
if (editorBeatmap == null || changeHandler == null || beatDivisor == null)
|
||||
|
@ -1,15 +1,20 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
#nullable enable
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Extensions;
|
||||
using osu.Game.Rulesets.Edit;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Types;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osu.Game.Screens.Edit.Compose.Components;
|
||||
using osuTK;
|
||||
|
||||
@ -17,6 +22,9 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
{
|
||||
public class OsuSelectionHandler : EditorSelectionHandler
|
||||
{
|
||||
[Resolved(CanBeNull = true)]
|
||||
private IPositionSnapProvider? positionSnapProvider { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// During a transform, the initial origin is stored so it can be used throughout the operation.
|
||||
/// </summary>
|
||||
@ -26,7 +34,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
/// During a transform, the initial path types of a single selected slider are stored so they
|
||||
/// can be maintained throughout the operation.
|
||||
/// </summary>
|
||||
private List<PathType?> referencePathTypes;
|
||||
private List<PathType?>? referencePathTypes;
|
||||
|
||||
protected override void OnSelectionChanged()
|
||||
{
|
||||
@ -84,18 +92,28 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
return true;
|
||||
}
|
||||
|
||||
public override bool HandleFlip(Direction direction)
|
||||
public override bool HandleFlip(Direction direction, bool flipOverOrigin)
|
||||
{
|
||||
var hitObjects = selectedMovableObjects;
|
||||
|
||||
var selectedObjectsQuad = getSurroundingQuad(hitObjects);
|
||||
var flipQuad = flipOverOrigin ? new Quad(0, 0, OsuPlayfield.BASE_SIZE.X, OsuPlayfield.BASE_SIZE.Y) : getSurroundingQuad(hitObjects);
|
||||
|
||||
bool didFlip = false;
|
||||
|
||||
foreach (var h in hitObjects)
|
||||
{
|
||||
h.Position = GetFlippedPosition(direction, selectedObjectsQuad, h.Position);
|
||||
var flippedPosition = GetFlippedPosition(direction, flipQuad, h.Position);
|
||||
|
||||
if (!Precision.AlmostEquals(flippedPosition, h.Position))
|
||||
{
|
||||
h.Position = flippedPosition;
|
||||
didFlip = true;
|
||||
}
|
||||
|
||||
if (h is Slider slider)
|
||||
{
|
||||
didFlip = true;
|
||||
|
||||
foreach (var point in slider.Path.ControlPoints)
|
||||
{
|
||||
point.Position = new Vector2(
|
||||
@ -106,7 +124,7 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
return didFlip;
|
||||
}
|
||||
|
||||
public override bool HandleScale(Vector2 scale, Anchor reference)
|
||||
@ -186,6 +204,10 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
for (int i = 0; i < slider.Path.ControlPoints.Count; ++i)
|
||||
slider.Path.ControlPoints[i].Type = referencePathTypes[i];
|
||||
|
||||
// Snap the slider's length to the current beat divisor
|
||||
// to calculate the final resulting duration / bounding box before the final checks.
|
||||
slider.SnapTo(positionSnapProvider);
|
||||
|
||||
//if sliderhead or sliderend end up outside playfield, revert scaling.
|
||||
Quad scaledQuad = getSurroundingQuad(new OsuHitObject[] { slider });
|
||||
(bool xInBounds, bool yInBounds) = isQuadInBounds(scaledQuad);
|
||||
@ -195,6 +217,9 @@ namespace osu.Game.Rulesets.Osu.Edit
|
||||
|
||||
foreach (var point in slider.Path.ControlPoints)
|
||||
point.Position = oldControlPoints.Dequeue();
|
||||
|
||||
// Snap the slider's length again to undo the potentially-invalid length applied by the previous snap.
|
||||
slider.SnapTo(positionSnapProvider);
|
||||
}
|
||||
|
||||
private void scaleHitObjects(OsuHitObject[] hitObjects, Anchor reference, Vector2 scale)
|
||||
|
@ -16,7 +16,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public override string Name => "Spun Out";
|
||||
public override string Acronym => "SO";
|
||||
public override IconUsage? Icon => OsuIcon.ModSpunout;
|
||||
public override IconUsage? Icon => OsuIcon.ModSpunOut;
|
||||
public override ModType Type => ModType.Automation;
|
||||
public override string Description => @"Spinners will be automatically completed.";
|
||||
public override double ScoreMultiplier => 0.9;
|
||||
|
@ -10,7 +10,6 @@ using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
@ -69,7 +68,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
private void load()
|
||||
{
|
||||
Origin = Anchor.Centre;
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
@ -65,8 +65,8 @@ namespace osu.Game.Rulesets.Osu.Objects
|
||||
double startTime = StartTime + (float)(i + 1) / totalSpins * Duration;
|
||||
|
||||
AddNested(i < SpinsRequired
|
||||
? new SpinnerTick { StartTime = startTime }
|
||||
: new SpinnerBonusTick { StartTime = startTime });
|
||||
? new SpinnerTick { StartTime = startTime, Position = Position }
|
||||
: new SpinnerBonusTick { StartTime = startTime, Position = Position });
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -3,15 +3,13 @@
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Default
|
||||
{
|
||||
public class SpinnerBackgroundLayer : SpinnerFill
|
||||
{
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours, DrawableHitObject drawableHitObject)
|
||||
private void load()
|
||||
{
|
||||
Disc.Alpha = 0;
|
||||
Anchor = Anchor.Centre;
|
||||
|
@ -0,0 +1,52 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics.Containers;
|
||||
|
||||
#nullable enable
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
{
|
||||
internal class KiaiFlashingDrawable : BeatSyncedContainer
|
||||
{
|
||||
private readonly Drawable flashingDrawable;
|
||||
|
||||
private const float flash_opacity = 0.3f;
|
||||
|
||||
public KiaiFlashingDrawable(Func<Drawable?> creationFunc)
|
||||
{
|
||||
AutoSizeAxes = Axes.Both;
|
||||
|
||||
Children = new[]
|
||||
{
|
||||
(creationFunc.Invoke() ?? Empty()).With(d =>
|
||||
{
|
||||
d.Anchor = Anchor.Centre;
|
||||
d.Origin = Anchor.Centre;
|
||||
}),
|
||||
flashingDrawable = (creationFunc.Invoke() ?? Empty()).With(d =>
|
||||
{
|
||||
d.Anchor = Anchor.Centre;
|
||||
d.Origin = Anchor.Centre;
|
||||
d.Alpha = 0;
|
||||
d.Blending = BlendingParameters.Additive;
|
||||
})
|
||||
};
|
||||
}
|
||||
|
||||
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
|
||||
{
|
||||
if (!effectPoint.KiaiMode)
|
||||
return;
|
||||
|
||||
flashingDrawable
|
||||
.FadeTo(flash_opacity)
|
||||
.Then()
|
||||
.FadeOut(timingPoint.BeatLength * 0.75f);
|
||||
}
|
||||
}
|
||||
}
|
@ -1,61 +0,0 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using osu.Framework.Audio.Track;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Graphics.Containers;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
{
|
||||
internal class KiaiFlashingSprite : BeatSyncedContainer
|
||||
{
|
||||
private readonly Sprite mainSprite;
|
||||
private readonly Sprite flashingSprite;
|
||||
|
||||
public Texture Texture
|
||||
{
|
||||
set
|
||||
{
|
||||
mainSprite.Texture = value;
|
||||
flashingSprite.Texture = value;
|
||||
}
|
||||
}
|
||||
|
||||
private const float flash_opacity = 0.3f;
|
||||
|
||||
public KiaiFlashingSprite()
|
||||
{
|
||||
AutoSizeAxes = Axes.Both;
|
||||
|
||||
Children = new Drawable[]
|
||||
{
|
||||
mainSprite = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
flashingSprite = new Sprite
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Alpha = 0,
|
||||
Blending = BlendingParameters.Additive,
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
|
||||
{
|
||||
if (!effectPoint.KiaiMode)
|
||||
return;
|
||||
|
||||
flashingSprite
|
||||
.FadeTo(flash_opacity)
|
||||
.Then()
|
||||
.FadeOut(timingPoint.BeatLength * 0.75f);
|
||||
}
|
||||
}
|
||||
}
|
@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
private GameplayState gameplayState { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, OsuColour colours)
|
||||
private void load(ISkinSource skin)
|
||||
{
|
||||
var texture = skin.GetTexture("star2");
|
||||
var starBreakAdditive = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.StarBreakAdditive)?.Value ?? new Color4(255, 182, 193, 255);
|
||||
|
@ -5,6 +5,7 @@ using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
@ -68,13 +69,11 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
// at this point, any further texture fetches should be correctly using the priority source if the base texture was retrieved using it.
|
||||
// the flow above handles the case where a sliderendcircle.png is retrieved from the skin, but sliderendcircleoverlay.png doesn't exist.
|
||||
// expected behaviour in this scenario is not showing the overlay, rather than using hitcircleoverlay.png (potentially from the default/fall-through skin).
|
||||
Texture overlayTexture = getTextureWithFallback("overlay");
|
||||
|
||||
InternalChildren = new[]
|
||||
{
|
||||
hitCircleSprite = new KiaiFlashingSprite
|
||||
hitCircleSprite = new KiaiFlashingDrawable(() => new Sprite { Texture = baseTexture })
|
||||
{
|
||||
Texture = baseTexture,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
@ -82,9 +81,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Child = hitCircleOverlay = new KiaiFlashingSprite
|
||||
Child = hitCircleOverlay = new KiaiFlashingDrawable(() => getAnimationWithFallback(@"overlay", 1000 / 2d))
|
||||
{
|
||||
Texture = overlayTexture,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
@ -126,6 +124,21 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
|
||||
|
||||
return tex ?? skin.GetTexture($"hitcircle{name}");
|
||||
}
|
||||
|
||||
Drawable getAnimationWithFallback(string name, double frameLength)
|
||||
{
|
||||
Drawable animation = null;
|
||||
|
||||
if (!string.IsNullOrEmpty(priorityLookup))
|
||||
{
|
||||
animation = skin.GetAnimation($"{priorityLookup}{name}", true, true, frameLength: frameLength);
|
||||
|
||||
if (!allowFallback)
|
||||
return animation;
|
||||
}
|
||||
|
||||
return animation ?? skin.GetAnimation($"hitcircle{name}", true, true, frameLength: frameLength);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
|
@ -12,6 +12,8 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
CursorExpand,
|
||||
CursorRotate,
|
||||
HitCircleOverlayAboveNumber,
|
||||
|
||||
// ReSharper disable once IdentifierTypo
|
||||
HitCircleOverlayAboveNumer, // Some old skins will have this typo
|
||||
SpinnerFrequencyModulate,
|
||||
SpinnerNoBlink
|
||||
|
@ -174,7 +174,7 @@ namespace osu.Game.Rulesets.Osu.Statistics
|
||||
|
||||
pointGrid.Content = points;
|
||||
|
||||
if (score.HitEvents == null || score.HitEvents.Count == 0)
|
||||
if (score.HitEvents.Count == 0)
|
||||
return;
|
||||
|
||||
// Todo: This should probably not be done like this.
|
||||
|
@ -58,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.UI.Cursor
|
||||
private OsuConfigManager config { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader(true)]
|
||||
private void load(OsuConfigManager config, OsuRulesetConfigManager rulesetConfig)
|
||||
private void load(OsuRulesetConfigManager rulesetConfig)
|
||||
{
|
||||
rulesetConfig?.BindWith(OsuRulesetSetting.ShowCursorTrail, showTrail);
|
||||
}
|
||||
|
Reference in New Issue
Block a user