e330052852
Add second definition of EndTime
for storyboard elements to account for loops in lifetime
2023-04-25 15:22:11 +09:00
3919400be2
Apply NRT to some storyboard classes
2023-04-25 14:30:01 +09:00
4a7d7c6ed9
Use MaxBy
in all locations that can and update inspection level to match dotnet-build
2022-12-19 16:47:10 +09:00
bbf906ee06
Remove unnecessary virtual
spec
2022-09-12 14:20:48 +09:00
24138b65a7
Fix storyboard animations not starting their animation playback from the correct point in time
2022-09-12 14:05:16 +09:00
a3de5f808e
Fix typo in LoopStartTime
addition
2022-09-06 17:46:03 +09:00
677708c5e4
Rewrite logic using a list
2022-09-06 16:58:51 +09:00
d667f46830
Refactor alpha check to not overwrite sourced overrides with values from later commands
2022-09-06 16:41:32 +09:00
bea42d2862
Handle earliest-alpha-start-time logic in StoryboardSprite
itself
2022-09-06 16:16:58 +09:00
31a447fda0
Update parameter discards
2022-06-24 21:26:19 +09:00
f8830c6850
Automated #nullable processing
2022-06-17 16:37:17 +09:00
79dd9674fc
Use longer form to read better
...
Using `l.StartTime` reads like a coding issue, even though if you go
down the call chain looks to be correct.
2021-12-14 17:41:09 +09:00
357a661379
Fix storyboard sprites sometimes starting too early
2021-12-14 13:13:12 +09:00
3faafd7200
Rename parameter to repeatCount
and add guards
2021-10-01 18:26:29 +09:00
ffc88db47a
Implement Duration via the interface
2021-05-04 16:04:59 +09:00
98460c8feb
Rename IStoryboardElementHasDuration, remove unnecessary step in tests, add Duration field
2021-04-18 20:20:14 -04:00
b15838b220
Move storyboard outro logic to DrawableStoryboard
2021-04-16 00:59:10 -04:00
0e545e1ed9
Add IHasDuration interface with EndTime for storyboard elements to implement
2021-04-15 17:17:02 -04:00
8aaba32431
Fix storyboard commands occurring before the earliest point of visibility delaying gameplay
...
In osu-stable, storyboard intros start from the first command, but in
the case of storyboard drawables which have an initial hidden state, all
commands before the time at which they become visible (ie. the first
command where `Alpha` increases to a non-zero value) are ignored.
This brings lazer in line with that behaviour. It also removes several
unnecessary LINQ calls.
Note that the alpha check being done in its own pass is important, as
it must be the "minimum present alpha across all command groups,
including loops". This is what makes the implementation slightly
complex.
Closes #11981 .
2021-03-09 15:55:12 +09:00
740bdee125
Apply remaining uncaught changes
2020-01-20 23:59:21 +09:00
f38853d229
Improve performance of storyboard loading
2019-12-19 00:52:50 +09:00
602ce698d5
Fix storyboard vectorscale and scale cross-pollution
2019-12-18 17:21:38 +09:00
e9b8cbb516
Apply other styles.
2019-11-11 20:27:04 +08:00
ccc8aa6fa4
Apply brace style.
2019-11-11 20:13:13 +08:00
48716f8f2b
Update framework
2019-08-21 13:29:50 +09:00
612db31c38
Apply newline additions
2019-04-01 12:16:32 +09:00
2dbf7d122c
Merge branch 'master' into use-pattern-matching
2019-02-28 14:53:07 +09:00
e2c6a8bc07
Use pattern matching wherever possible
2019-02-28 14:35:00 +09:00
26d53d06a9
Fix remaining issues
2019-02-28 13:31:40 +09:00
8617aaa2a7
Update licence header (and remove year)
2019-01-24 17:43:03 +09:00
f27bd3ef3e
OpenTK -> osuTK
2018-11-20 17:14:59 +09:00
32a74f95a5
Normalize all the line endings
2018-04-13 18:26:38 +09:00
37d393bca0
Update licence headers
2018-01-05 20:21:19 +09:00
757a159516
Display a non-parallax background at the appropriate size when storyboards do not replace it.
2017-09-15 14:31:54 +02:00
bab3ef0669
Rename storyboard classes.
2017-09-13 11:22:24 +02:00