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https://github.com/osukey/osukey.git
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Merge branch 'master' into conflicting-filenames-in-skin-alt
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commit
b19d43f012
@ -164,10 +164,6 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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const float shrink_size = 0.8f;
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const float shrink_size = 0.8f;
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// When the user has hit lighting disabled, we won't be showing the bright white flash.
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// To make things look good, the surrounding animations are also slightly adjusted.
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bool showFlash = configHitLighting.Value;
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// Animating with the number present is distracting.
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// Animating with the number present is distracting.
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// The number disappearing is hidden by the bright flash.
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// The number disappearing is hidden by the bright flash.
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number.FadeOut(flash_in_duration / 2);
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number.FadeOut(flash_in_duration / 2);
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@ -204,25 +200,28 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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{
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outerGradient.ResizeTo(OUTER_GRADIENT_SIZE * shrink_size, resize_duration, Easing.OutElasticHalf);
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outerGradient.ResizeTo(OUTER_GRADIENT_SIZE * shrink_size, resize_duration, Easing.OutElasticHalf);
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if (showFlash)
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outerGradient
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{
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.FadeColour(Color4.White, 80)
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outerGradient
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.Then()
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.FadeColour(Color4.White, 80)
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.FadeOut(flash_in_duration);
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.Then()
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.FadeOut(flash_in_duration);
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}
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else
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{
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outerGradient
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.FadeColour(Color4.White, flash_in_duration * 8)
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.FadeOut(flash_in_duration * 2);
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}
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}
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}
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if (showFlash)
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if (configHitLighting.Value)
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{
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flash.HitLighting = true;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint);
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this.FadeOut(showFlash ? fade_out_time : fade_out_time / 2, Easing.OutQuad);
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this.FadeOut(fade_out_time, Easing.OutQuad);
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}
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else
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{
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flash.HitLighting = false;
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flash.FadeTo(1, flash_in_duration, Easing.OutQuint)
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.Then()
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.FadeOut(flash_in_duration, Easing.OutQuint);
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this.FadeOut(fade_out_time * 0.8f, Easing.OutQuad);
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}
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break;
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break;
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}
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}
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@ -254,6 +253,8 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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Child.AlwaysPresent = true;
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Child.AlwaysPresent = true;
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}
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}
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public bool HitLighting { get; set; }
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protected override void Update()
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protected override void Update()
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{
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{
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base.Update();
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base.Update();
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@ -262,7 +263,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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{
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{
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Type = EdgeEffectType.Glow,
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Type = EdgeEffectType.Glow,
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Colour = Colour,
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Colour = Colour,
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Radius = OsuHitObject.OBJECT_RADIUS * 1.2f,
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Radius = OsuHitObject.OBJECT_RADIUS * (HitLighting ? 1.2f : 0.6f),
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};
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};
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}
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}
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}
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}
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@ -16,6 +16,7 @@ using osu.Game.Online.Multiplayer;
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using osu.Game.Online.Rooms;
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using osu.Game.Online.Rooms;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Lounge;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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@ -85,6 +86,7 @@ namespace osu.Game.Tests.Visual.Multiplayer
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ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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ClickButtonWhenEnabled<MultiplayerMatchSettingsOverlay.CreateOrUpdateButton>();
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AddUntilStep("wait for join", () => MultiplayerClient.RoomJoined);
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AddUntilStep("wait for join", () => MultiplayerClient.RoomJoined);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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}
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}
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[Test]
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[Test]
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@ -15,7 +15,6 @@ using osu.Game.Rulesets.Catch;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Rulesets.Osu.Mods;
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using osu.Game.Screens.OnlinePlay;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Screens.OnlinePlay.Multiplayer.Match;
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using osu.Game.Screens.Play;
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using osu.Game.Screens.Play;
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@ -44,14 +43,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest]
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/*
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* TearDown : System.TimeoutException : "wait for ongoing operation to complete" timed out
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* --TearDown
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* at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0()
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* at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered)
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* at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition)
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*/
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public void TestItemAddedToTheEndOfQueue()
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public void TestItemAddedToTheEndOfQueue()
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{
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{
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addItem(() => OtherBeatmap);
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addItem(() => OtherBeatmap);
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@ -64,7 +55,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestNextItemSelectedAfterGameplayFinish()
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public void TestNextItemSelectedAfterGameplayFinish()
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{
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{
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addItem(() => OtherBeatmap);
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addItem(() => OtherBeatmap);
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@ -82,7 +72,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestItemsNotClearedWhenSwitchToHostOnlyMode()
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public void TestItemsNotClearedWhenSwitchToHostOnlyMode()
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{
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{
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addItem(() => OtherBeatmap);
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addItem(() => OtherBeatmap);
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@ -98,7 +87,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestCorrectItemSelectedAfterNewItemAdded()
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public void TestCorrectItemSelectedAfterNewItemAdded()
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{
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{
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addItem(() => OtherBeatmap);
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addItem(() => OtherBeatmap);
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@ -106,7 +94,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestCorrectRulesetSelectedAfterNewItemAdded()
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public void TestCorrectRulesetSelectedAfterNewItemAdded()
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{
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{
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addItem(() => OtherBeatmap, new CatchRuleset().RulesetInfo);
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addItem(() => OtherBeatmap, new CatchRuleset().RulesetInfo);
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@ -124,7 +111,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestCorrectModsSelectedAfterNewItemAdded()
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public void TestCorrectModsSelectedAfterNewItemAdded()
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{
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{
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addItem(() => OtherBeatmap, mods: new Mod[] { new OsuModDoubleTime() });
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addItem(() => OtherBeatmap, mods: new Mod[] { new OsuModDoubleTime() });
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@ -153,7 +139,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for song select", () => (songSelect = CurrentSubScreen as Screens.Select.SongSelect) != null);
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AddUntilStep("wait for song select", () => (songSelect = CurrentSubScreen as Screens.Select.SongSelect) != null);
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AddUntilStep("wait for loaded", () => songSelect.AsNonNull().BeatmapSetsLoaded);
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AddUntilStep("wait for loaded", () => songSelect.AsNonNull().BeatmapSetsLoaded);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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if (ruleset != null)
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if (ruleset != null)
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AddStep($"set {ruleset.Name} ruleset", () => songSelect.AsNonNull().Ruleset.Value = ruleset);
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AddStep($"set {ruleset.Name} ruleset", () => songSelect.AsNonNull().Ruleset.Value = ruleset);
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@ -50,14 +50,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest]
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/*
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* TearDown : System.TimeoutException : "wait for ongoing operation to complete" timed out
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* --TearDown
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* at osu.Framework.Testing.Drawables.Steps.UntilStepButton.<>c__DisplayClass11_0.<.ctor>b__0()
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* at osu.Framework.Testing.Drawables.Steps.StepButton.PerformStep(Boolean userTriggered)
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* at osu.Framework.Testing.TestScene.runNextStep(Action onCompletion, Action`1 onError, Func`2 stopCondition)
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*/
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public void TestItemStillSelectedAfterChangeToSameBeatmap()
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public void TestItemStillSelectedAfterChangeToSameBeatmap()
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{
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{
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selectNewItem(() => InitialBeatmap);
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selectNewItem(() => InitialBeatmap);
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@ -66,7 +58,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestItemStillSelectedAfterChangeToOtherBeatmap()
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public void TestItemStillSelectedAfterChangeToOtherBeatmap()
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{
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{
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selectNewItem(() => OtherBeatmap);
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selectNewItem(() => OtherBeatmap);
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@ -75,7 +66,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestOnlyLastItemChangedAfterGameplayFinished()
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public void TestOnlyLastItemChangedAfterGameplayFinished()
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{
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{
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RunGameplay();
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RunGameplay();
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@ -90,7 +80,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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}
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}
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[Test]
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[Test]
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[FlakyTest] // See above
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public void TestAddItemsAsHost()
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public void TestAddItemsAsHost()
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{
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{
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addItem(() => OtherBeatmap);
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addItem(() => OtherBeatmap);
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@ -115,7 +104,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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BeatmapInfo otherBeatmap = null;
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BeatmapInfo otherBeatmap = null;
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(otherBeatmap = beatmap()));
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(otherBeatmap = beatmap()));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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@ -131,7 +119,6 @@ namespace osu.Game.Tests.Visual.Multiplayer
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});
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});
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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AddUntilStep("wait for song select", () => CurrentSubScreen is Screens.Select.SongSelect select && select.BeatmapSetsLoaded);
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AddUntilStep("wait for ongoing operation to complete", () => !(CurrentScreen as OnlinePlayScreen).ChildrenOfType<OngoingOperationTracker>().Single().InProgress.Value);
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(beatmap()));
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AddStep("select other beatmap", () => ((Screens.Select.SongSelect)CurrentSubScreen).FinaliseSelection(beatmap()));
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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AddUntilStep("wait for return to match", () => CurrentSubScreen is MultiplayerMatchSubScreen);
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}
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}
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