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Merge branch 'master' into abstract-blueprint-handling
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@ -11,16 +11,17 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.TypeExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Performance;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Threading;
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using osu.Game.Audio;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects.Pooling;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Objects.Drawables
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@ -429,9 +430,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
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base.ClearTransformsAfter(double.MinValue, true);
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}
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/// <summary>
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/// Reapplies the current <see cref="ArmedState"/>.
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/// </summary>
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protected void RefreshStateTransforms() => updateState(State.Value, true);
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/// <summary>
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/// Apply (generally fade-in) transforms leading into the <see cref="HitObject"/> start time.
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/// The local drawable hierarchy is recursively delayed to <see cref="HitObjectLifetimeEntry.LifetimeStart"/> for convenience.
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/// The local drawable hierarchy is recursively delayed to <see cref="LifetimeEntry.LifetimeStart"/> for convenience.
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///
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/// By default this will fade in the object from zero with no duration.
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/// </summary>
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@ -613,7 +619,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of this <see cref="DrawableHitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="UpdateInitialTransforms"/>.
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/// A more accurate <see cref="HitObjectLifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="LoadComplete"/>, for example).
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/// <para>
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/// Only has an effect if this <see cref="DrawableHitObject"/> is not being pooled.
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/// For pooled <see cref="DrawableHitObject"/>s, use <see cref="HitObjectLifetimeEntry.InitialLifetimeOffset"/> instead.
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@ -38,40 +38,23 @@ namespace osu.Game.Rulesets.Objects
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startTimeBindable.BindValueChanged(onStartTimeChanged, true);
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}
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// The lifetime start, as set by the hitobject.
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// The lifetime, as set by the hitobject.
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private double realLifetimeStart = double.MinValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become alive.
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/// </summary>
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public new double LifetimeStart
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{
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get => realLifetimeStart;
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set => setLifetime(realLifetimeStart = value, LifetimeEnd);
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}
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// The lifetime end, as set by the hitobject.
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private double realLifetimeEnd = double.MaxValue;
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/// <summary>
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/// The time at which the <see cref="HitObject"/> should become dead.
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/// </summary>
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public new double LifetimeEnd
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// This method is called even if `start == LifetimeStart` when `KeepAlive` is true (necessary to update `realLifetimeStart`).
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protected override void SetLifetimeStart(double start)
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{
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get => realLifetimeEnd;
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set => setLifetime(LifetimeStart, realLifetimeEnd = value);
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realLifetimeStart = start;
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if (!keepAlive)
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base.SetLifetimeStart(start);
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}
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private void setLifetime(double start, double end)
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protected override void SetLifetimeEnd(double end)
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{
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if (keepAlive)
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{
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start = double.MinValue;
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end = double.MaxValue;
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}
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base.LifetimeStart = start;
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base.LifetimeEnd = end;
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realLifetimeEnd = end;
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if (!keepAlive)
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base.SetLifetimeEnd(end);
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}
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private bool keepAlive;
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@ -87,7 +70,10 @@ namespace osu.Game.Rulesets.Objects
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return;
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keepAlive = value;
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setLifetime(realLifetimeStart, realLifetimeEnd);
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if (keepAlive)
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SetLifetime(double.MinValue, double.MaxValue);
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else
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SetLifetime(realLifetimeStart, realLifetimeEnd);
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}
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}
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@ -98,12 +84,12 @@ namespace osu.Game.Rulesets.Objects
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/// <remarks>
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/// This is only used as an optimisation to delay the initial update of the <see cref="HitObject"/> and may be tuned more aggressively if required.
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/// It is indirectly used to decide the automatic transform offset provided to <see cref="DrawableHitObject.UpdateInitialTransforms"/>.
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/// A more accurate <see cref="LifetimeStart"/> should be set for further optimisation (in <see cref="DrawableHitObject.LoadComplete"/>, for example).
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/// A more accurate <see cref="LifetimeEntry.LifetimeStart"/> should be set for further optimisation (in <see cref="DrawableHitObject.LoadComplete"/>, for example).
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/// </remarks>
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protected virtual double InitialLifetimeOffset => 10000;
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/// <summary>
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/// Resets <see cref="LifetimeStart"/> according to the change in start time of the <see cref="HitObject"/>.
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/// Resets <see cref="LifetimeEntry.LifetimeStart"/> according to the change in start time of the <see cref="HitObject"/>.
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/// </summary>
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private void onStartTimeChanged(ValueChangedEvent<double> startTime) => LifetimeStart = HitObject.StartTime - InitialLifetimeOffset;
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}
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@ -252,7 +252,7 @@ namespace osu.Game.Rulesets.Scoring
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computedBaseScore += Judgement.ToNumericResult(pair.Key) * pair.Value;
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}
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return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), scoreResultCounts);
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return GetScore(mode, maxAchievableCombo, calculateAccuracyRatio(computedBaseScore), calculateComboRatio(maxCombo), statistics);
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}
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/// <summary>
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@ -266,7 +266,7 @@ namespace osu.Game.Rulesets.Scoring
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if (preferRolling && rollingMaxBaseScore != 0)
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return baseScore / rollingMaxBaseScore;
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return maxBaseScore > 0 ? baseScore / maxBaseScore : 0;
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return maxBaseScore > 0 ? baseScore / maxBaseScore : 1;
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}
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private double calculateComboRatio(int maxCombo) => maxAchievableCombo > 0 ? (double)maxCombo / maxAchievableCombo : 1;
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