Merge branch 'master' into general-editor-beatmap

This commit is contained in:
Dean Herbert
2020-01-01 23:26:45 +09:00
48 changed files with 1216 additions and 547 deletions

View File

@ -34,11 +34,21 @@ namespace osu.Game.Graphics.UserInterface
public override bool OnPressed(PlatformAction action)
{
// Shift+delete is handled via PlatformAction on macOS. this is not so useful in the context of a SearchTextBox
// as we do not allow arrow key navigation in the first place (ie. the caret should always be at the end of text)
// Avoid handling it here to allow other components to potentially consume the shortcut.
if (action.ActionType == PlatformActionType.CharNext && action.ActionMethod == PlatformActionMethod.Delete)
return false;
switch (action.ActionType)
{
case PlatformActionType.LineEnd:
case PlatformActionType.LineStart:
return false;
// Shift+delete is handled via PlatformAction on macOS. this is not so useful in the context of a SearchTextBox
// as we do not allow arrow key navigation in the first place (ie. the caret should always be at the end of text)
// Avoid handling it here to allow other components to potentially consume the shortcut.
case PlatformActionType.CharNext:
if (action.ActionMethod == PlatformActionMethod.Delete)
return false;
break;
}
return base.OnPressed(action);
}

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@ -39,6 +39,7 @@ using osu.Game.Online.Chat;
using osu.Game.Skinning;
using osuTK.Graphics;
using osu.Game.Overlays.Volume;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
using osu.Game.Screens.Select;
using osu.Game.Utils;
@ -204,6 +205,7 @@ namespace osu.Game
Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
SelectedMods.BindValueChanged(modsChanged);
Beatmap.BindValueChanged(beatmapChanged, true);
}
@ -403,9 +405,29 @@ namespace osu.Game
oldBeatmap.Track.Completed -= currentTrackCompleted;
}
updateModDefaults();
nextBeatmap?.LoadBeatmapAsync();
}
private void modsChanged(ValueChangedEvent<IReadOnlyList<Mod>> mods)
{
updateModDefaults();
}
private void updateModDefaults()
{
BeatmapDifficulty baseDifficulty = Beatmap.Value.BeatmapInfo.BaseDifficulty;
if (baseDifficulty != null && SelectedMods.Value.Any(m => m is IApplicableToDifficulty))
{
var adjustedDifficulty = baseDifficulty.Clone();
foreach (var mod in SelectedMods.Value.OfType<IApplicableToDifficulty>())
mod.ReadFromDifficulty(adjustedDifficulty);
}
}
private void currentTrackCompleted() => Schedule(() =>
{
if (!Beatmap.Value.Track.Looping && !Beatmap.Disabled)

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@ -1,6 +1,7 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
@ -9,21 +10,25 @@ using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Cursor;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Game.Audio;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.Drawables;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Sprites;
using osu.Game.Graphics.UserInterface;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Direct
{
public abstract class DirectPanel : Container
public abstract class DirectPanel : OsuClickableContainer, IHasContextMenu
{
public readonly BeatmapSetInfo SetInfo;
@ -32,8 +37,6 @@ namespace osu.Game.Overlays.Direct
private Container content;
private BeatmapSetOverlay beatmapSetOverlay;
public PreviewTrack Preview => PlayButton.Preview;
public Bindable<bool> PreviewPlaying => PlayButton?.Playing;
@ -44,6 +47,8 @@ namespace osu.Game.Overlays.Direct
protected override Container<Drawable> Content => content;
protected Action ViewBeatmap;
protected DirectPanel(BeatmapSetInfo setInfo)
{
Debug.Assert(setInfo.OnlineBeatmapSetID != null);
@ -70,8 +75,6 @@ namespace osu.Game.Overlays.Direct
[BackgroundDependencyLoader(permitNulls: true)]
private void load(BeatmapManager beatmaps, OsuColour colours, BeatmapSetOverlay beatmapSetOverlay)
{
this.beatmapSetOverlay = beatmapSetOverlay;
AddInternal(content = new Container
{
RelativeSizeAxes = Axes.Both,
@ -88,6 +91,12 @@ namespace osu.Game.Overlays.Direct
},
}
});
Action = ViewBeatmap = () =>
{
Debug.Assert(SetInfo.OnlineBeatmapSetID != null);
beatmapSetOverlay?.FetchAndShowBeatmapSet(SetInfo.OnlineBeatmapSetID.Value);
};
}
protected override void Update()
@ -120,13 +129,6 @@ namespace osu.Game.Overlays.Direct
base.OnHoverLost(e);
}
protected override bool OnClick(ClickEvent e)
{
Debug.Assert(SetInfo.OnlineBeatmapSetID != null);
beatmapSetOverlay?.FetchAndShowBeatmapSet(SetInfo.OnlineBeatmapSetID.Value);
return true;
}
protected override void LoadComplete()
{
base.LoadComplete();
@ -203,5 +205,10 @@ namespace osu.Game.Overlays.Direct
Value = value;
}
}
public MenuItem[] ContextMenuItems => new MenuItem[]
{
new OsuMenuItem("View Beatmap", MenuItemType.Highlighted, ViewBeatmap),
};
}
}

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@ -9,6 +9,7 @@ using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Graphics.Cursor;
namespace osu.Game.Overlays.SearchableList
{
@ -61,21 +62,20 @@ namespace osu.Game.Overlays.SearchableList
scrollContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new[]
Child = new OsuContextMenuContainer
{
new OsuScrollContainer
RelativeSizeAxes = Axes.Both,
Masking = true,
Child = new OsuScrollContainer
{
RelativeSizeAxes = Axes.Both,
ScrollbarVisible = false,
Children = new[]
Child = ScrollFlow = new FillFlowContainer
{
ScrollFlow = new FillFlowContainer
{
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Horizontal = WIDTH_PADDING, Bottom = 50 },
Direction = FillDirection.Vertical,
},
RelativeSizeAxes = Axes.X,
AutoSizeAxes = Axes.Y,
Padding = new MarginPadding { Horizontal = WIDTH_PADDING, Bottom = 50 },
Direction = FillDirection.Vertical,
},
},
},

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@ -11,6 +11,12 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
public class Judgement
{
/// <summary>
/// The default health increase for a maximum judgement, as a proportion of total health.
/// By default, each maximum judgement restores 5% of total health.
/// </summary>
protected const double DEFAULT_MAX_HEALTH_INCREASE = 0.05;
/// <summary>
/// The maximum <see cref="HitResult"/> that can be achieved.
/// </summary>
@ -55,7 +61,32 @@ namespace osu.Game.Rulesets.Judgements
/// </summary>
/// <param name="result">The <see cref="HitResult"/> to find the numeric health increase for.</param>
/// <returns>The numeric health increase of <paramref name="result"/>.</returns>
protected virtual double HealthIncreaseFor(HitResult result) => 0;
protected virtual double HealthIncreaseFor(HitResult result)
{
switch (result)
{
case HitResult.Miss:
return -DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.Meh:
return -DEFAULT_MAX_HEALTH_INCREASE * 0.05;
case HitResult.Ok:
return -DEFAULT_MAX_HEALTH_INCREASE * 0.01;
case HitResult.Good:
return DEFAULT_MAX_HEALTH_INCREASE * 0.3;
case HitResult.Great:
return DEFAULT_MAX_HEALTH_INCREASE;
case HitResult.Perfect:
return DEFAULT_MAX_HEALTH_INCREASE * 1.05;
default:
return 0;
}
}
/// <summary>
/// Retrieves the numeric health increase of a <see cref="JudgementResult"/>.

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@ -10,6 +10,17 @@ namespace osu.Game.Rulesets.Mods
/// </summary>
public interface IApplicableToDifficulty : IApplicableMod
{
/// <summary>
/// Called when a beatmap is changed. Can be used to read default values.
/// Any changes made will not be preserved.
/// </summary>
/// <param name="difficulty">The difficulty to read from.</param>
void ReadFromDifficulty(BeatmapDifficulty difficulty);
/// <summary>
/// Called post beatmap conversion. Can be used to apply changes to difficulty attributes.
/// </summary>
/// <param name="difficulty">The difficulty to mutate.</param>
void ApplyToDifficulty(BeatmapDifficulty difficulty);
}
}

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@ -5,6 +5,7 @@ using osu.Game.Beatmaps;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using System;
using System.Collections.Generic;
using osu.Game.Configuration;
namespace osu.Game.Rulesets.Mods
@ -47,25 +48,48 @@ namespace osu.Game.Rulesets.Mods
private BeatmapDifficulty difficulty;
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
if (this.difficulty == null || this.difficulty.ID != difficulty.ID)
{
this.difficulty = difficulty;
TransferSettings(difficulty);
this.difficulty = difficulty;
}
else
ApplySettings(difficulty);
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty) => ApplySettings(difficulty);
/// <summary>
/// Transfer initial settings from the beatmap to settings.
/// </summary>
/// <param name="difficulty">The beatmap's initial values.</param>
protected virtual void TransferSettings(BeatmapDifficulty difficulty)
{
DrainRate.Value = DrainRate.Default = difficulty.DrainRate;
OverallDifficulty.Value = OverallDifficulty.Default = difficulty.OverallDifficulty;
TransferSetting(DrainRate, difficulty.DrainRate);
TransferSetting(OverallDifficulty, difficulty.OverallDifficulty);
}
private readonly Dictionary<IBindable, bool> userChangedSettings = new Dictionary<IBindable, bool>();
/// <summary>
/// Transfer a setting from <see cref="BeatmapDifficulty"/> to a configuration bindable.
/// Only performs the transfer if the user it not currently overriding..
/// </summary>
protected void TransferSetting<T>(BindableNumber<T> bindable, T beatmapDefault)
where T : struct, IComparable<T>, IConvertible, IEquatable<T>
{
bindable.UnbindEvents();
userChangedSettings.TryAdd(bindable, false);
bindable.Default = beatmapDefault;
// users generally choose a difficulty setting and want it to stick across multiple beatmap changes.
// we only want to value transfer if the user hasn't changed the value previously.
if (!userChangedSettings[bindable])
bindable.Value = beatmapDefault;
bindable.ValueChanged += _ => userChangedSettings[bindable] = !bindable.IsDefault;
}
/// <summary>

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@ -32,6 +32,8 @@ namespace osu.Game.Rulesets.Mods
private BindableNumber<double> health;
public void ReadFromDifficulty(BeatmapDifficulty difficulty) { }
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
const float ratio = 0.5f;

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@ -17,6 +17,8 @@ namespace osu.Game.Rulesets.Mods
public override string Description => "Everything just got a bit harder...";
public override Type[] IncompatibleMods => new[] { typeof(ModEasy), typeof(ModDifficultyAdjust) };
public void ReadFromDifficulty(BeatmapDifficulty difficulty) { }
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
const float ratio = 1.4f;

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@ -71,16 +71,16 @@ namespace osu.Game.Rulesets
public abstract DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null);
/// <summary>
/// Creates a <see cref="ScoreProcessor"/> for a beatmap converted to this ruleset.
/// Creates a <see cref="ScoreProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The score processor.</returns>
public virtual ScoreProcessor CreateScoreProcessor(IBeatmap beatmap) => new ScoreProcessor(beatmap);
public virtual ScoreProcessor CreateScoreProcessor() => new ScoreProcessor();
/// <summary>
/// Creates a <see cref="HealthProcessor"/> for a beatmap converted to this ruleset.
/// Creates a <see cref="HealthProcessor"/> for this <see cref="Ruleset"/>.
/// </summary>
/// <returns>The health processor.</returns>
public virtual HealthProcessor CreateHealthProcessor(IBeatmap beatmap) => new HealthProcessor(beatmap);
public virtual HealthProcessor CreateHealthProcessor(double drainStartTime) => new DrainingHealthProcessor(drainStartTime);
/// <summary>
/// Creates a <see cref="IBeatmapConverter"/> to convert a <see cref="IBeatmap"/> to one that is applicable for this <see cref="Ruleset"/>.

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@ -0,0 +1,32 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
namespace osu.Game.Rulesets.Scoring
{
/// <summary>
/// A <see cref="HealthProcessor"/> that accumulates health and causes a fail if the final health
/// is less than a value required to pass the beatmap.
/// </summary>
public class AccumulatingHealthProcessor : HealthProcessor
{
protected override bool DefaultFailCondition => JudgedHits == MaxHits && Health.Value < requiredHealth;
private readonly double requiredHealth;
/// <summary>
/// Creates a new <see cref="AccumulatingHealthProcessor"/>.
/// </summary>
/// <param name="requiredHealth">The minimum amount of health required to beatmap.</param>
public AccumulatingHealthProcessor(double requiredHealth)
{
this.requiredHealth = requiredHealth;
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
Health.Value = 0;
}
}
}

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@ -0,0 +1,157 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
/// <summary>
/// A <see cref="HealthProcessor"/> which continuously drains health.<br />
/// At HP=0, the minimum health reached for a perfect play is 95%.<br />
/// At HP=5, the minimum health reached for a perfect play is 70%.<br />
/// At HP=10, the minimum health reached for a perfect play is 30%.
/// </summary>
public class DrainingHealthProcessor : HealthProcessor
{
/// <summary>
/// A reasonable allowable error for the minimum health offset from <see cref="targetMinimumHealth"/>. A 1% error is unnoticeable.
/// </summary>
private const double minimum_health_error = 0.01;
/// <summary>
/// The minimum health target at an HP drain rate of 0.
/// </summary>
private const double min_health_target = 0.95;
/// <summary>
/// The minimum health target at an HP drain rate of 5.
/// </summary>
private const double mid_health_target = 0.70;
/// <summary>
/// The minimum health target at an HP drain rate of 10.
/// </summary>
private const double max_health_target = 0.30;
private IBeatmap beatmap;
private double gameplayEndTime;
private readonly double drainStartTime;
private readonly List<(double time, double health)> healthIncreases = new List<(double, double)>();
private double targetMinimumHealth;
private double drainRate = 1;
/// <summary>
/// Creates a new <see cref="DrainingHealthProcessor"/>.
/// </summary>
/// <param name="drainStartTime">The time after which draining should begin.</param>
public DrainingHealthProcessor(double drainStartTime)
{
this.drainStartTime = drainStartTime;
}
protected override void Update()
{
base.Update();
if (!IsBreakTime.Value)
{
// When jumping in and out of gameplay time within a single frame, health should only be drained for the period within the gameplay time
double lastGameplayTime = Math.Clamp(Time.Current - Time.Elapsed, drainStartTime, gameplayEndTime);
double currentGameplayTime = Math.Clamp(Time.Current, drainStartTime, gameplayEndTime);
Health.Value -= drainRate * (currentGameplayTime - lastGameplayTime);
}
}
public override void ApplyBeatmap(IBeatmap beatmap)
{
this.beatmap = beatmap;
if (beatmap.HitObjects.Count > 0)
gameplayEndTime = beatmap.HitObjects[^1].GetEndTime();
targetMinimumHealth = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.DrainRate, min_health_target, mid_health_target, max_health_target);
base.ApplyBeatmap(beatmap);
}
protected override void ApplyResultInternal(JudgementResult result)
{
base.ApplyResultInternal(result);
healthIncreases.Add((result.HitObject.GetEndTime() + result.TimeOffset, GetHealthIncreaseFor(result)));
}
protected override void Reset(bool storeResults)
{
base.Reset(storeResults);
drainRate = 1;
if (storeResults)
drainRate = computeDrainRate();
healthIncreases.Clear();
}
private double computeDrainRate()
{
if (healthIncreases.Count == 0)
return 0;
int adjustment = 1;
double result = 1;
// Although we expect the following loop to converge within 30 iterations (health within 1/2^31 accuracy of the target),
// we'll still keep a safety measure to avoid infinite loops by detecting overflows.
while (adjustment > 0)
{
double currentHealth = 1;
double lowestHealth = 1;
int currentBreak = -1;
for (int i = 0; i < healthIncreases.Count; i++)
{
double currentTime = healthIncreases[i].time;
double lastTime = i > 0 ? healthIncreases[i - 1].time : drainStartTime;
// Subtract any break time from the duration since the last object
if (beatmap.Breaks.Count > 0)
{
// Advance the last break occuring before the current time
while (currentBreak + 1 < beatmap.Breaks.Count && beatmap.Breaks[currentBreak + 1].EndTime < currentTime)
currentBreak++;
if (currentBreak >= 0)
lastTime = Math.Max(lastTime, beatmap.Breaks[currentBreak].EndTime);
}
// Apply health adjustments
currentHealth -= (healthIncreases[i].time - lastTime) * result;
lowestHealth = Math.Min(lowestHealth, currentHealth);
currentHealth = Math.Min(1, currentHealth + healthIncreases[i].health);
// Common scenario for when the drain rate is definitely too harsh
if (lowestHealth < 0)
break;
}
// Stop if the resulting health is within a reasonable offset from the target
if (Math.Abs(lowestHealth - targetMinimumHealth) <= minimum_health_error)
break;
// This effectively works like a binary search - each iteration the search space moves closer to the target, but may exceed it.
adjustment *= 2;
result += 1.0 / adjustment * Math.Sign(lowestHealth - targetMinimumHealth);
}
return result;
}
}
}

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@ -4,12 +4,11 @@
using System;
using osu.Framework.Bindables;
using osu.Framework.MathUtils;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
namespace osu.Game.Rulesets.Scoring
{
public class HealthProcessor : JudgementProcessor
public abstract class HealthProcessor : JudgementProcessor
{
/// <summary>
/// Invoked when the <see cref="ScoreProcessor"/> is in a failed state.
@ -27,16 +26,16 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public readonly BindableDouble Health = new BindableDouble(1) { MinValue = 0, MaxValue = 1 };
/// <summary>
/// Whether gameplay is currently in a break.
/// </summary>
public readonly IBindable<bool> IsBreakTime = new Bindable<bool>();
/// <summary>
/// Whether this ScoreProcessor has already triggered the failed state.
/// </summary>
public bool HasFailed { get; private set; }
public HealthProcessor(IBeatmap beatmap)
: base(beatmap)
{
}
protected override void ApplyResultInternal(JudgementResult result)
{
result.HealthAtJudgement = Health.Value;
@ -45,7 +44,7 @@ namespace osu.Game.Rulesets.Scoring
if (HasFailed)
return;
Health.Value += HealthAdjustmentFactorFor(result) * result.Judgement.HealthIncreaseFor(result);
Health.Value += GetHealthIncreaseFor(result);
if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
return;
@ -62,11 +61,11 @@ namespace osu.Game.Rulesets.Scoring
}
/// <summary>
/// An adjustment factor which is multiplied into the health increase provided by a <see cref="JudgementResult"/>.
/// Retrieves the health increase for a <see cref="JudgementResult"/>.
/// </summary>
/// <param name="result">The <see cref="JudgementResult"/> for which the adjustment should apply.</param>
/// <returns>The adjustment factor.</returns>
protected virtual double HealthAdjustmentFactorFor(JudgementResult result) => 1;
/// <param name="result">The <see cref="JudgementResult"/>.</param>
/// <returns>The health increase.</returns>
protected virtual double GetHealthIncreaseFor(JudgementResult result) => result.Judgement.HealthIncreaseFor(result);
/// <summary>
/// The default conditions for failing.

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@ -3,13 +3,14 @@
using System;
using osu.Framework.Extensions.TypeExtensions;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Scoring
{
public abstract class JudgementProcessor
public abstract class JudgementProcessor : Component
{
/// <summary>
/// Invoked when all <see cref="HitObject"/>s have been judged by this <see cref="JudgementProcessor"/>.
@ -36,23 +37,17 @@ namespace osu.Game.Rulesets.Scoring
/// </summary>
public bool HasCompleted => JudgedHits == MaxHits;
protected JudgementProcessor(IBeatmap beatmap)
/// <summary>
/// Applies a <see cref="IBeatmap"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
public virtual void ApplyBeatmap(IBeatmap beatmap)
{
ApplyBeatmap(beatmap);
Reset(false);
SimulateAutoplay(beatmap);
Reset(true);
}
/// <summary>
/// Applies any properties of the <see cref="IBeatmap"/> which affect scoring to this <see cref="ScoreProcessor"/>.
/// </summary>
/// <param name="beatmap">The <see cref="IBeatmap"/> to read properties from.</param>
protected virtual void ApplyBeatmap(IBeatmap beatmap)
{
}
/// <summary>
/// Applies the score change of a <see cref="JudgementResult"/> to this <see cref="ScoreProcessor"/>.
/// </summary>
@ -138,7 +133,6 @@ namespace osu.Game.Rulesets.Scoring
throw new InvalidOperationException($"{GetType().ReadableName()} must provide a {nameof(JudgementResult)} through {nameof(CreateResult)}.");
result.Type = judgement.MaxResult;
ApplyResult(result);
}
}

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@ -7,7 +7,6 @@ using System.Diagnostics;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Extensions;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mods;
using osu.Game.Scoring;
@ -64,15 +63,9 @@ namespace osu.Game.Rulesets.Scoring
private double scoreMultiplier = 1;
public ScoreProcessor(IBeatmap beatmap)
: base(beatmap)
public ScoreProcessor()
{
Debug.Assert(base_portion + combo_portion == 1.0);
}
protected override void ApplyBeatmap(IBeatmap beatmap)
{
base.ApplyBeatmap(beatmap);
Combo.ValueChanged += combo => HighestCombo.Value = Math.Max(HighestCombo.Value, combo.NewValue);
Accuracy.ValueChanged += accuracy =>
@ -82,12 +75,6 @@ namespace osu.Game.Rulesets.Scoring
Rank.Value = mod.AdjustRank(Rank.Value, accuracy.NewValue);
};
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Classic;
Mode.Disabled = true;
}
Mode.ValueChanged += _ => updateScore();
Mods.ValueChanged += mods =>
{
@ -225,6 +212,12 @@ namespace osu.Game.Rulesets.Scoring
{
maxHighestCombo = HighestCombo.Value;
maxBaseScore = baseScore;
if (maxBaseScore == 0 || maxHighestCombo == 0)
{
Mode.Value = ScoringMode.Classic;
Mode.Disabled = true;
}
}
baseScore = 0;

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@ -72,10 +72,9 @@ namespace osu.Game.Rulesets.UI
/// </summary>
public override Playfield Playfield => playfield.Value;
/// <summary>
/// Place to put drawables above hit objects but below UI.
/// </summary>
public Container Overlays { get; private set; }
private Container overlays;
public override Container Overlays => overlays;
public override GameplayClock FrameStableClock => frameStabilityContainer.GameplayClock;
@ -185,12 +184,15 @@ namespace osu.Game.Rulesets.UI
frameStabilityContainer = new FrameStabilityContainer(GameplayStartTime)
{
FrameStablePlayback = FrameStablePlayback,
Child = KeyBindingInputManager
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(Playfield)
)
Children = new Drawable[]
{
KeyBindingInputManager
.WithChild(CreatePlayfieldAdjustmentContainer()
.WithChild(Playfield)
),
overlays = new Container { RelativeSizeAxes = Axes.Both }
}
},
Overlays = new Container { RelativeSizeAxes = Axes.Both }
};
if ((ResumeOverlay = CreateResumeOverlay()) != null)
@ -385,6 +387,11 @@ namespace osu.Game.Rulesets.UI
/// </summary>
public abstract Playfield Playfield { get; }
/// <summary>
/// Place to put drawables above hit objects but below UI.
/// </summary>
public abstract Container Overlays { get; }
/// <summary>
/// The frame-stable clock which is being used for playfield display.
/// </summary>

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@ -100,7 +100,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
private void computeLifetimeStartRecursive(DrawableHitObject hitObject)
{
hitObject.LifetimeStart = scrollingInfo.Algorithm.GetDisplayStartTime(hitObject.HitObject.StartTime, timeRange.Value);
hitObject.LifetimeStart = computeOriginAdjustedLifetimeStart(hitObject);
foreach (var obj in hitObject.NestedHitObjects)
computeLifetimeStartRecursive(obj);
@ -108,6 +108,35 @@ namespace osu.Game.Rulesets.UI.Scrolling
private readonly Dictionary<DrawableHitObject, Cached> hitObjectInitialStateCache = new Dictionary<DrawableHitObject, Cached>();
private double computeOriginAdjustedLifetimeStart(DrawableHitObject hitObject)
{
float originAdjustment = 0.0f;
// calculate the dimension of the part of the hitobject that should already be visible
// when the hitobject origin first appears inside the scrolling container
switch (direction.Value)
{
case ScrollingDirection.Up:
originAdjustment = hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Down:
originAdjustment = hitObject.DrawHeight - hitObject.OriginPosition.Y;
break;
case ScrollingDirection.Left:
originAdjustment = hitObject.OriginPosition.X;
break;
case ScrollingDirection.Right:
originAdjustment = hitObject.DrawWidth - hitObject.OriginPosition.X;
break;
}
var adjustedStartTime = scrollingInfo.Algorithm.TimeAt(-originAdjustment, hitObject.HitObject.StartTime, timeRange.Value, scrollLength);
return scrollingInfo.Algorithm.GetDisplayStartTime(adjustedStartTime, timeRange.Value);
}
// Cant use AddOnce() since the delegate is re-constructed every invocation
private void computeInitialStateRecursive(DrawableHitObject hitObject) => hitObject.Schedule(() =>
{

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@ -61,6 +61,8 @@ namespace osu.Game.Screens.Edit
public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone();
private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects;
/// <summary>
/// Adds a <see cref="HitObject"/> to this <see cref="EditorBeatmap"/>.
/// </summary>
@ -71,7 +73,7 @@ namespace osu.Game.Screens.Edit
// Preserve existing sorting order in the beatmap
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
((IList)PlayableBeatmap.HitObjects).Insert(insertionIndex + 1, hitObject);
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
HitObjectAdded?.Invoke(hitObject);
}
@ -82,10 +84,10 @@ namespace osu.Game.Screens.Edit
/// <param name="hitObject">The <see cref="HitObject"/> to add.</param>
public void Remove(HitObject hitObject)
{
if (!((IList)PlayableBeatmap.HitObjects).Contains(hitObject))
if (!mutableHitObjects.Contains(hitObject))
return;
((IList)PlayableBeatmap.HitObjects).Remove(hitObject);
mutableHitObjects.Remove(hitObject);
var bindable = startTimeBindables[hitObject];
bindable.UnbindAll();
@ -100,10 +102,10 @@ namespace osu.Game.Screens.Edit
startTimeBindables[hitObject].ValueChanged += _ =>
{
// For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required.
((IList)PlayableBeatmap.HitObjects).Remove(hitObject);
mutableHitObjects.Remove(hitObject);
var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime);
((IList)PlayableBeatmap.HitObjects).Insert(insertionIndex + 1, hitObject);
mutableHitObjects.Insert(insertionIndex + 1, hitObject);
StartTimeChanged?.Invoke(hitObject);
};

View File

@ -131,10 +131,12 @@ namespace osu.Game.Screens.Play
DrawableRuleset = ruleset.CreateDrawableRulesetWith(playableBeatmap, Mods.Value);
ScoreProcessor = ruleset.CreateScoreProcessor(playableBeatmap);
ScoreProcessor = ruleset.CreateScoreProcessor();
ScoreProcessor.ApplyBeatmap(playableBeatmap);
ScoreProcessor.Mods.BindTo(Mods);
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap);
HealthProcessor = ruleset.CreateHealthProcessor(playableBeatmap.HitObjects[0].StartTime);
HealthProcessor.ApplyBeatmap(playableBeatmap);
if (!ScoreProcessor.Mode.Disabled)
config.BindWith(OsuSetting.ScoreDisplayMode, ScoreProcessor.Mode);
@ -206,12 +208,6 @@ namespace osu.Game.Screens.Play
{
target.AddRange(new[]
{
BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
},
// display the cursor above some HUD elements.
DrawableRuleset.Cursor?.CreateProxy() ?? new Container(),
DrawableRuleset.ResumeOverlay?.CreateProxy() ?? new Container(),
@ -266,6 +262,18 @@ namespace osu.Game.Screens.Play
},
failAnimation = new FailAnimation(DrawableRuleset) { OnComplete = onFailComplete, }
});
DrawableRuleset.Overlays.Add(BreakOverlay = new BreakOverlay(working.Beatmap.BeatmapInfo.LetterboxInBreaks, DrawableRuleset.GameplayStartTime, ScoreProcessor)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Breaks = working.Beatmap.Breaks
});
DrawableRuleset.Overlays.Add(ScoreProcessor);
DrawableRuleset.Overlays.Add(HealthProcessor);
HealthProcessor.IsBreakTime.BindTo(BreakOverlay.IsBreakTime);
}
private void updatePauseOnFocusLostState() =>

View File

@ -118,8 +118,6 @@ namespace osu.Game.Screens.Play
},
idleTracker = new IdleTracker(750)
});
loadNewPlayer();
}
protected override void LoadComplete()
@ -127,6 +125,21 @@ namespace osu.Game.Screens.Play
base.LoadComplete();
inputManager = GetContainingInputManager();
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
loadNewPlayer();
content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
contentIn();
info.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
if (!muteWarningShownOnce.Value)
{
@ -179,19 +192,6 @@ namespace osu.Game.Screens.Play
content.FadeOut(250);
}
public override void OnEntering(IScreen last)
{
base.OnEntering(last);
content.ScaleTo(0.7f);
Background?.FadeColour(Color4.White, 800, Easing.OutQuint);
contentIn();
info.Delay(750).FadeIn(500);
this.Delay(1800).Schedule(pushWhenLoaded);
}
protected override void LogoArriving(OsuLogo logo, bool resuming)
{
base.LogoArriving(logo, resuming);

View File

@ -2,7 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Allocation;
using osu.Framework.Screens;
using osu.Game.Scoring;
namespace osu.Game.Screens.Play
@ -20,15 +20,13 @@ namespace osu.Game.Screens.Play
scoreInfo = score.ScoreInfo;
}
protected override IReadOnlyDependencyContainer CreateChildDependencies(IReadOnlyDependencyContainer parent)
public override void OnEntering(IScreen last)
{
var dependencies = base.CreateChildDependencies(parent);
// these will be reverted thanks to PlayerLoader's lease.
Mods.Value = scoreInfo.Mods;
Ruleset.Value = scoreInfo.Ruleset;
return dependencies;
base.OnEntering(last);
}
}
}

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@ -22,8 +22,8 @@
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite" Version="2.2.6" />
<PackageReference Include="Microsoft.EntityFrameworkCore.Sqlite.Core" Version="2.2.6" />
<PackageReference Include="Newtonsoft.Json" Version="12.0.3" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.1227.0" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1227.0" />
<PackageReference Include="ppy.osu.Game.Resources" Version="2019.1230.0" />
<PackageReference Include="ppy.osu.Framework" Version="2019.1227.1" />
<PackageReference Include="Sentry" Version="1.2.0" />
<PackageReference Include="SharpCompress" Version="0.24.0" />
<PackageReference Include="NUnit" Version="3.12.0" />