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Merge remote-tracking branch 'upstream/master' into RefactorInputQueues
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@ -96,12 +96,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(DrawableOsuHitObject.TIME_FADEIN);
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fp.ScaleTo(1, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.FadeIn(currHitObject.TimeFadein);
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fp.ScaleTo(1, currHitObject.TimeFadein, Easing.Out);
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fp.MoveTo(pointEndPosition, DrawableOsuHitObject.TIME_FADEIN, Easing.Out);
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fp.MoveTo(pointEndPosition, currHitObject.TimeFadein, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(DrawableOsuHitObject.TIME_FADEIN);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadein);
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}
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fp.Expire(true);
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@ -48,7 +48,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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},
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number = new NumberPiece
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{
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Text = (HitObject.ComboIndex + 1).ToString(),
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Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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@ -88,8 +88,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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base.UpdatePreemptState();
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ApproachCircle.FadeIn(Math.Min(FadeInDuration * 2, TIME_PREEMPT));
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ApproachCircle.ScaleTo(1.1f, TIME_PREEMPT);
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ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadein * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
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}
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protected override void UpdateCurrentState(ArmedState state)
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@ -99,7 +99,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(TIME_PREEMPT).FadeOut(500);
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this.Delay(HitObject.TimePreempt).FadeOut(500);
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Expire(true);
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@ -10,15 +10,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableOsuHitObject : DrawableHitObject<OsuHitObject>
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{
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public const float TIME_PREEMPT = 600;
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public const float TIME_FADEIN = 400;
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/// <summary>
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/// The number of milliseconds used to fade in.
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/// </summary>
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public virtual double FadeInDuration { get; set; } = TIME_FADEIN;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - TIME_PREEMPT;
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public override bool IsPresent => base.IsPresent || State.Value == ArmedState.Idle && Time.Current >= HitObject.StartTime - HitObject.TimePreempt;
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protected DrawableOsuHitObject(OsuHitObject hitObject)
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: base(hitObject)
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@ -29,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected sealed override void UpdateState(ArmedState state)
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{
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double transformTime = HitObject.StartTime - TIME_PREEMPT;
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double transformTime = HitObject.StartTime - HitObject.TimePreempt;
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base.ApplyTransformsAt(transformTime, true);
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base.ClearTransformsAfter(transformTime, true);
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@ -38,12 +30,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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UpdatePreemptState();
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using (BeginDelayedSequence(TIME_PREEMPT + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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using (BeginDelayedSequence(HitObject.TimePreempt + (Judgements.FirstOrDefault()?.TimeOffset ?? 0), true))
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UpdateCurrentState(state);
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}
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}
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protected virtual void UpdatePreemptState() => this.FadeIn(FadeInDuration);
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protected virtual void UpdatePreemptState() => this.FadeIn(HitObject.TimeFadein);
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protected virtual void UpdateCurrentState(ArmedState state)
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{
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@ -54,11 +54,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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StartTime = s.StartTime,
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Position = s.StackedPosition,
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ComboIndex = s.ComboIndex,
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IndexInCurrentCombo = s.IndexInCurrentCombo,
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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Samples = s.Samples,
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SampleControlPoint = s.SampleControlPoint
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SampleControlPoint = s.SampleControlPoint,
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TimePreempt = s.TimePreempt,
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TimeFadein = s.TimeFadein
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})
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};
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@ -71,7 +73,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableTick = new DrawableSliderTick(tick)
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@ -88,7 +90,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
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var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? HitObject.TimeFadein : HitObject.TimeFadein / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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@ -106,12 +108,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private int currentRepeat;
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public bool Tracking;
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public override double FadeInDuration
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{
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get { return base.FadeInDuration; }
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set { InitialCircle.FadeInDuration = base.FadeInDuration = value; }
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}
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protected override void Update()
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{
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base.Update();
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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Disc.Tracking = OsuActionInputManager.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton);
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if (!spmCounter.IsPresent && Disc.Tracking)
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spmCounter.FadeIn(FadeInDuration);
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spmCounter.FadeIn(HitObject.TimeFadein);
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base.Update();
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}
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@ -191,14 +191,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.UpdatePreemptState();
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circleContainer.ScaleTo(Spinner.Scale * 0.3f);
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circleContainer.ScaleTo(Spinner.Scale, TIME_PREEMPT / 1.4f, Easing.OutQuint);
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circleContainer.ScaleTo(Spinner.Scale, HitObject.TimePreempt / 1.4f, Easing.OutQuint);
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Disc.RotateTo(-720);
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symbol.RotateTo(-720);
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mainContainer
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.ScaleTo(0)
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.ScaleTo(Spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, TIME_PREEMPT - 150, Easing.OutQuint)
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.ScaleTo(Spinner.Scale * circle.DrawHeight / DrawHeight * 1.4f, HitObject.TimePreempt - 150, Easing.OutQuint)
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.Then()
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.ScaleTo(1, 500, Easing.OutQuint);
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}
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@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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public void UpdateProgress(double progress, int repeat)
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{
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double start = 0;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - DrawableOsuHitObject.TIME_PREEMPT)) / DrawableOsuHitObject.TIME_FADEIN, 0, 1) : 1;
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double end = snakingIn ? MathHelper.Clamp((Time.Current - (slider.StartTime - slider.TimePreempt)) / slider.TimeFadein, 0, 1) : 1;
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if (repeat >= slider.RepeatCount - 1)
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{
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@ -20,6 +20,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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private const double hit_window_100 = 80;
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private const double hit_window_300 = 30;
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public float TimePreempt = 600;
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public float TimeFadein = 400;
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public Vector2 Position { get; set; }
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public float X => Position.X;
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public float Y => Position.Y;
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@ -40,7 +43,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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public Color4 ComboColour { get; set; } = Color4.Gray;
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public virtual bool NewCombo { get; set; }
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public int ComboIndex { get; set; }
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public int IndexInCurrentCombo { get; set; }
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public double HitWindowFor(HitResult result)
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{
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@ -72,6 +75,9 @@ namespace osu.Game.Rulesets.Osu.Objects
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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TimePreempt = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1800, 1200, 450);
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TimeFadein = (float)BeatmapDifficulty.DifficultyRange(difficulty.ApproachRate, 1200, 800, 300);
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Scale = (1.0f - 0.7f * (difficulty.CircleSize - 5) / 5) / 2;
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}
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}
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