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Merge branch 'master' into non-concurrent-sample-playback
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@ -110,8 +110,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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double startTime = start.GetEndTime();
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double duration = end.StartTime - startTime;
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// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
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fadeOutTime = startTime + fraction * duration;
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fadeInTime = fadeOutTime - PREEMPT;
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fadeInTime = fadeOutTime - preempt;
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}
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}
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}
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@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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var result = ResultFor(timeOffset);
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if (result == HitResult.None || CheckHittable?.Invoke(this, Time.Current) == false)
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{
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@ -146,6 +146,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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});
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}
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/// <summary>
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/// Retrieves the <see cref="HitResult"/> for a time offset.
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/// </summary>
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/// <param name="timeOffset">The time offset.</param>
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/// <returns>The hit result, or <see cref="HitResult.None"/> if <paramref name="timeOffset"/> doesn't result in a judgement.</returns>
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protected virtual HitResult ResultFor(double timeOffset) => HitObject.HitWindows.ResultFor(timeOffset);
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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@ -39,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (JudgedObject?.HitObject is OsuHitObject osuObject)
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{
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Position = osuObject.StackedPosition;
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Position = osuObject.StackedEndPosition;
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Scale = new Vector2(osuObject.Scale);
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}
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}
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@ -15,6 +15,7 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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@ -30,7 +31,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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public SliderBall Ball { get; private set; }
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public SkinnableDrawable Body { get; private set; }
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public override bool DisplayResult => false;
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public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
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private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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@ -249,7 +250,30 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (userTriggered || Time.Current < HitObject.EndTime)
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return;
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
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// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
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if (HitObject.OnlyJudgeNestedObjects)
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{
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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return;
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}
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// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
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ApplyResult(r =>
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{
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int totalTicks = NestedHitObjects.Count;
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int hitTicks = NestedHitObjects.Count(h => h.IsHit);
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if (hitTicks == totalTicks)
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r.Type = HitResult.Great;
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else if (hitTicks == 0)
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r.Type = HitResult.Miss;
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else
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{
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double hitFraction = (double)hitTicks / totalTicks;
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r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
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}
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});
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}
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public override void PlaySamples()
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@ -7,16 +7,27 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderHead : DrawableHitCircle
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{
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public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject;
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[CanBeNull]
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public Slider Slider => DrawableSlider?.HitObject;
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protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
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/// <summary>
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/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
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/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
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/// </summary>
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public bool TrackFollowCircle = true;
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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@ -59,12 +70,28 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.Update();
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Debug.Assert(Slider != null);
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Debug.Assert(HitObject != null);
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double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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if (TrackFollowCircle)
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{
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double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!IsHit)
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Position = Slider.CurvePositionAt(completionProgress);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!IsHit)
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Position = Slider.CurvePositionAt(completionProgress);
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}
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}
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protected override HitResult ResultFor(double timeOffset)
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{
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Debug.Assert(HitObject != null);
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if (HitObject.JudgeAsNormalHitCircle)
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return base.ResultFor(timeOffset);
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// If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring.
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var result = base.ResultFor(timeOffset);
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return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss;
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}
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public Action<double> OnShake;
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@ -244,7 +244,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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base.Update();
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if (HandleUserInput)
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RotationTracker.Tracking = !Result.HasResult && (OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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{
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bool isValidSpinningTime = Time.Current >= HitObject.StartTime && Time.Current <= HitObject.EndTime;
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bool correctButtonPressed = (OsuActionInputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false);
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RotationTracker.Tracking = !Result.HasResult
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&& correctButtonPressed
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&& isValidSpinningTime;
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}
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if (spinningSample != null && spinnerFrequencyModulate)
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spinningSample.Frequency.Value = spinning_sample_modulated_base_frequency + Progress;
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@ -256,6 +263,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (!SpmCounter.IsPresent && RotationTracker.Tracking)
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SpmCounter.FadeIn(HitObject.TimeFadeIn);
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SpmCounter.SetRotation(Result.RateAdjustedRotation);
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updateBonusScore();
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