Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix

# Conflicts:
#	osu.Game/Audio/SampleInfo.cs
This commit is contained in:
Dean Herbert
2017-12-23 14:46:17 +09:00
160 changed files with 12930 additions and 1795 deletions

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@ -43,7 +43,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
RelativeChildSize = new Vector2((float)HitObject.Duration, 1)
});
foreach (var tick in drumRoll.Ticks)
foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
{
var newTick = new DrawableDrumRollTick(tick);
newTick.OnJudgement += onTickJudgement;

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@ -3,7 +3,6 @@
using osu.Game.Rulesets.Objects.Types;
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Audio;
using osu.Game.Beatmaps;
@ -37,47 +36,40 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
public double RequiredGreatHits { get; protected set; }
/// <summary>
/// Total number of drum roll ticks.
/// </summary>
public int TotalTicks => Ticks.Count();
/// <summary>
/// Initializes the drum roll ticks if not initialized and returns them.
/// </summary>
public IEnumerable<DrumRollTick> Ticks => ticks ?? (ticks = createTicks());
private List<DrumRollTick> ticks;
/// <summary>
/// The length (in milliseconds) between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
private double tickSpacing = 100;
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
tickSpacing = timingPoint.BeatLength / TickRate;
RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
RequiredGoodHits = NestedHitObjects.Count * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
RequiredGreatHits = NestedHitObjects.Count * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
}
private List<DrumRollTick> createTicks()
protected override void CreateNestedHitObjects()
{
var ret = new List<DrumRollTick>();
base.CreateNestedHitObjects();
createTicks();
}
private void createTicks()
{
if (tickSpacing == 0)
return ret;
return;
bool first = true;
for (double t = StartTime; t < EndTime + tickSpacing / 2; t += tickSpacing)
{
ret.Add(new DrumRollTick
AddNested(new DrumRollTick
{
FirstTick = first,
TickSpacing = tickSpacing,
@ -93,8 +85,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
first = false;
}
return ret;
}
}
}
}

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@ -23,9 +23,9 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// </summary>
public double HitWindowMiss = 95;
public override void ApplyDefaults(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaults(controlPointInfo, difficulty);
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);

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@ -3,6 +3,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Taiko.Objects;
@ -83,7 +84,7 @@ namespace osu.Game.Rulesets.Taiko.Replays
}
else if (drumRoll != null)
{
foreach (var tick in drumRoll.Ticks)
foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
{
Frames.Add(new ReplayFrame(tick.StartTime, null, null, hitButton ? ReplayButtonState.Left1 : ReplayButtonState.Left2));
hitButton = !hitButton;

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@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
@ -88,7 +89,7 @@ namespace osu.Game.Rulesets.Taiko.Scoring
}
else if (obj is DrumRoll)
{
for (int i = 0; i < ((DrumRoll)obj).TotalTicks; i++)
for (int i = 0; i < ((DrumRoll)obj).NestedHitObjects.OfType<DrumRollTick>().Count(); i++)
{
AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });

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@ -25,7 +25,7 @@ namespace osu.Game.Rulesets.Taiko.Tests
{
[TestFixture]
[Ignore("getting CI working")]
internal class TestCaseTaikoPlayfield : OsuTestCase
public class TestCaseTaikoPlayfield : OsuTestCase
{
private const double default_duration = 1000;
private const float scroll_time = 1000;