Merge branch 'master' into notification-verbosity

This commit is contained in:
Dean Herbert
2017-12-26 20:48:59 +09:00
committed by GitHub
43 changed files with 543 additions and 273 deletions

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@ -72,6 +72,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
public IReadOnlyList<Judgement> Judgements => judgements;
protected List<SampleChannel> Samples = new List<SampleChannel>();
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
@ -84,12 +85,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
if (HitObject.Samples != null)
var samples = GetSamples();
if (samples.Any())
{
if (HitObject.SampleControlPoint == null)
throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)} must always have an attached {nameof(HitObject.SampleControlPoint)}.");
throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
foreach (SampleInfo s in HitObject.Samples)
foreach (SampleInfo s in samples)
{
SampleInfo localSampleInfo = new SampleInfo
{
@ -174,7 +177,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
{
judgementOccurred = false;
if (AllJudged || State != ArmedState.Idle)
if (AllJudged)
return false;
if (NestedHitObjects != null)

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@ -25,6 +25,8 @@ namespace osu.Game.Rulesets.Objects
/// </summary>
public virtual double StartTime { get; set; }
private List<SampleInfo> samples;
/// <summary>
/// The samples to be played when this hit object is hit.
/// <para>
@ -32,7 +34,11 @@ namespace osu.Game.Rulesets.Objects
/// and can be treated as the default samples for the hit object.
/// </para>
/// </summary>
public SampleInfoList Samples;
public List<SampleInfo> Samples
{
get => samples ?? (samples = new List<SampleInfo>());
set => samples = value;
}
[JsonIgnore]
public SampleControlPoint SampleControlPoint;

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

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@ -127,7 +127,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
}
// Generate the final per-node samples
var nodeSamples = new List<SampleInfoList>(nodes);
var nodeSamples = new List<List<SampleInfo>>(nodes);
for (int i = 0; i <= repeatCount; i++)
nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
@ -216,7 +216,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <param name="repeatCount">The slider repeat count.</param>
/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
/// <returns>The hit object.</returns>
protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples);
protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
/// <summary>
/// Creates a legacy Spinner-type hit object.
@ -234,9 +234,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
/// <param name="endTime">The hold end time.</param>
protected abstract HitObject CreateHold(Vector2 position, bool newCombo, double endTime);
private SampleInfoList convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
private List<SampleInfo> convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
{
var soundTypes = new SampleInfoList
var soundTypes = new List<SampleInfo>
{
new SampleInfo
{

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
public double Distance { get; set; }
public List<SampleInfoList> RepeatSamples { get; set; }
public List<List<SampleInfo>> RepeatSamples { get; set; }
public int RepeatCount { get; set; } = 1;
public double EndTime => StartTime + RepeatCount * Distance / Velocity;

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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

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@ -2,9 +2,9 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Types;
using System.Collections.Generic;
using osu.Game.Audio;
namespace osu.Game.Rulesets.Objects.Legacy.Osu
{
@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

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@ -2,9 +2,9 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Types;
using System.Collections.Generic;
using osu.Game.Audio;
namespace osu.Game.Rulesets.Objects.Legacy.Taiko
{
@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
};
}
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
{
return new ConvertSlider
{

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@ -19,6 +19,6 @@ namespace osu.Game.Rulesets.Objects.Types
/// <summary>
/// The samples to be played when each repeat node is hit (0 -> first repeat node, 1 -> second repeat node, etc).
/// </summary>
List<SampleInfoList> RepeatSamples { get; }
List<List<SampleInfo>> RepeatSamples { get; }
}
}