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Merge remote-tracking branch 'upstream/master' into new-sounds-and-more
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@ -22,8 +22,6 @@ namespace osu.Game.Screens.Play
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{
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public bool IsPaused { get; private set; }
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public bool AllowExit => IsPaused && pauseOverlay.Alpha == 1;
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public Func<bool> CheckCanPause;
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private const double pause_cooldown = 1000;
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@ -310,7 +310,7 @@ namespace osu.Game.Screens.Play
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if (!loadedSuccessfully)
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return;
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1500, Easing.OutQuint);
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(Background as BackgroundScreenBeatmap)?.BlurTo(Vector2.Zero, 1000, Easing.OutQuint);
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dimLevel.ValueChanged += dimLevel_ValueChanged;
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showStoryboard.ValueChanged += showStoryboard_ValueChanged;
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@ -357,7 +357,7 @@ namespace osu.Game.Screens.Play
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protected override bool OnExiting(Screen next)
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{
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if (!AllowPause || HasFailed || !ValidForResume || pauseContainer?.AllowExit != false || RulesetContainer?.HasReplayLoaded != false)
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if (!AllowPause || HasFailed || !ValidForResume || pauseContainer?.IsPaused != false || RulesetContainer?.HasReplayLoaded != false)
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{
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// In the case of replays, we may have changed the playback rate.
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applyRateFromMods();
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@ -31,15 +31,15 @@ namespace osu.Game.Screens.Select.Details
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const int rating_range = 10;
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var ratings = Metrics.Ratings.ToList().GetRange(1, rating_range); // adjust for API returning weird empty data at 0.
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var ratings = Metrics.Ratings.Skip(1).Take(rating_range); // adjust for API returning weird empty data at 0.
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var negativeCount = ratings.GetRange(0, rating_range / 2).Sum();
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var negativeCount = ratings.Take(rating_range / 2).Sum();
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var totalCount = ratings.Sum();
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negativeRatings.Text = negativeCount.ToString();
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positiveRatings.Text = (totalCount - negativeCount).ToString();
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ratingsBar.Length = totalCount == 0 ? 0 : (float)negativeCount / totalCount;
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graph.Values = ratings.GetRange(0, rating_range).Select(r => (float)r);
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graph.Values = ratings.Take(rating_range).Select(r => (float)r);
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}
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}
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@ -15,6 +15,7 @@ using osu.Game.Screens.Select.Filter;
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using Container = osu.Framework.Graphics.Containers.Container;
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using osu.Framework.Input;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Configuration;
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using osu.Game.Rulesets;
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namespace osu.Game.Screens.Select
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@ -60,6 +61,7 @@ namespace osu.Game.Screens.Select
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Group = group,
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Sort = sort,
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SearchText = searchTextBox.Text,
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AllowConvertedBeatmaps = showConverted,
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Ruleset = ruleset
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};
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@ -163,17 +165,24 @@ namespace osu.Game.Screens.Select
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private readonly Bindable<RulesetInfo> ruleset = new Bindable<RulesetInfo>();
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private Bindable<bool> showConverted;
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[BackgroundDependencyLoader(permitNulls: true)]
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private void load(OsuColour colours, OsuGame osu)
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private void load(OsuColour colours, OsuGame osu, OsuConfigManager config)
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{
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sortTabs.AccentColour = colours.GreenLight;
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showConverted = config.GetBindable<bool>(OsuSetting.ShowConvertedBeatmaps);
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showConverted.ValueChanged += val => updateCriteria();
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if (osu != null)
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ruleset.BindTo(osu.Ruleset);
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ruleset.ValueChanged += val => FilterChanged?.Invoke(CreateCriteria());
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ruleset.ValueChanged += val => updateCriteria();
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ruleset.TriggerChange();
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}
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private void updateCriteria() => FilterChanged?.Invoke(CreateCriteria());
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args) => true;
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protected override bool OnMouseMove(InputState state) => true;
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@ -182,4 +191,4 @@ namespace osu.Game.Screens.Select
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protected override bool OnDragStart(InputState state) => true;
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}
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}
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}
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@ -16,6 +16,7 @@ namespace osu.Game.Screens.Select
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public SortMode Sort;
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public string SearchText;
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public RulesetInfo Ruleset;
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public bool AllowConvertedBeatmaps;
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public void Filter(List<BeatmapGroup> groups)
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{
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@ -23,7 +24,7 @@ namespace osu.Game.Screens.Select
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{
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var set = g.BeatmapSet;
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bool hasCurrentMode = set.Beatmaps.Any(bm => bm.RulesetID == (Ruleset?.ID ?? 0));
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bool hasCurrentMode = AllowConvertedBeatmaps || set.Beatmaps.Any(bm => bm.RulesetID == (Ruleset?.ID ?? 0));
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bool match = hasCurrentMode;
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@ -417,7 +417,7 @@ namespace osu.Game.Screens.Select
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if (backgroundModeBeatmap != null)
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{
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backgroundModeBeatmap.Beatmap = beatmap;
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backgroundModeBeatmap.BlurTo(background_blur, 1000);
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backgroundModeBeatmap.BlurTo(background_blur, 750, Easing.OutQuint);
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backgroundModeBeatmap.FadeTo(1, 250);
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}
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