59e763467f
Move StoragePath
implementation to an extension method
2021-11-19 16:08:38 +09:00
7c2e79f911
Update all simple cases of switching to IWorkingBeatmap
2021-11-17 20:56:57 +09:00
b80c02b757
Fix crash on gameplay startup if beatmap has no background
2021-11-04 17:24:40 +09:00
d1e6d1cb98
Update some other missed incorrect null/empty usages
2021-11-04 14:50:43 +09:00
6944151486
Apply batch fixing of built-in types using var
2021-10-27 13:04:41 +09:00
3faafd7200
Rename parameter to repeatCount
and add guards
2021-10-01 18:26:29 +09:00
f148fbcc94
Cap LoopCount to at least 1
2021-09-29 00:59:08 +02:00
06d1bd971c
Default DrawableStoryboard
to a completed state to avoid state change on empty storyboards
2021-06-18 16:08:49 +09:00
00b3eea840
Merge branch 'legacy-skin-default-fallback' into fix-skin-sample-lookup
2021-05-31 21:39:04 +09:00
631d217f78
Remove no longer necessary conditional access
2021-05-28 15:42:35 +09:00
6268bbea85
Merge branch 'master' into fix-skin-sample-lookup
2021-05-28 14:47:35 +09:00
70a844ac10
Remove allowFallback
parameters completely
2021-05-27 14:50:42 +09:00
342acadae2
Change LINQ query for better readability
2021-05-25 18:51:51 +09:00
871ca8054f
Rename classes as per review feedback
2021-05-25 18:50:33 +09:00
5ea948aabe
Bypass 640x480 coordinate space for video storyboard elements
...
This allows the `FillMode.Fill` to take up the full space of the
storyboard container.
2021-05-25 16:17:29 +09:00
0c55bba220
Allow storyboards to be widescreen if only a video element exists
...
This matches stable behaviour, which will allow videos to display
filling the screen if they are the only thing contained within the
"storyboard".
2021-05-25 16:07:19 +09:00
e3507d5453
Move DrawableStoryboard
's aspect application to inside its own class
2021-05-25 16:06:39 +09:00
18779b1d1e
Cache last event time value to avoid super expensive LINQ
2021-05-04 16:48:13 +09:00
ffc88db47a
Implement Duration via the interface
2021-05-04 16:04:59 +09:00
bb9fa1a25e
Merge branch 'master' into play-storyboard-outro
2021-05-04 14:01:34 +09:00
d28eb399a4
Fix storyboard sample lifetimes not set if seeked past
2021-04-20 17:14:48 +09:00
98460c8feb
Rename IStoryboardElementHasDuration, remove unnecessary step in tests, add Duration field
2021-04-18 20:20:14 -04:00
f6a09be62d
Add further xmldoc
2021-04-18 07:25:49 +03:00
97bacbdc76
Show score after the end of the storyboard after it was toggled
2021-04-17 18:10:21 -04:00
e40cb6797d
Use GetEndTime() to get storyboard endtime
2021-04-17 15:27:48 -04:00
5a015290b9
Add remarks back to LatestEventTime
2021-04-17 12:34:38 -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
25b8c2f257
Allow skipping storyboard outro
...
Reuses SkipOverlay by calculating the endtime of the storyboard and using that as a "start point". Upon skipping the outro the score is instantly shown.
When the end of the storyboard is reached the score screen automatically shows up. If the player holds ESC (pause) during the outro, the score is displayed
The storyboard endtime is calculated by getting the latest endtime of the storyboard's elements, or simply returning 0 if there is no storyboard.
Co-Authored-By: Marlina José <marlina@umich.edu >
2021-04-15 13:20:40 -04:00
16d34bcc0a
Expose the latest end time of storyboard elements
...
Co-authored-by: Marlina Bowring <marlina@umich.edu >
2021-04-12 23:08:43 -04:00
efb4a366d4
Fix xmldoc explaining incorrect behaviour
...
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com >
2021-03-11 12:15:59 +09:00
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
dff1d80f39
Update HasFlag usages to HasFlagFast
2021-02-25 15:38:56 +09:00
05982f42ab
Add more comprehensive commenting and simplify base call logic
...
We can call the base method regardless for better safety. Worst case
it's just going to run `Stop()` twice anyway.
2021-02-01 16:43:54 +09:00
ee89aa159c
Removed blank line
2021-01-26 23:12:26 -05:00
690feb1c1e
Allow looping storyboard samples to follow the base samplePlaybackDisabled event logic.
2021-01-26 23:08:51 -05:00
3307e8357f
DrawableStoryboardSample event method override for SamplePlaybackDisabledChanged
2021-01-26 00:36:32 -05:00
b692abd3c2
Simplify condition from two to one operand
2021-01-22 20:35:34 +01:00
e0f8f6a23f
introduce overrideable bool instead of copying event logic entirely
2021-01-22 12:09:40 -05:00
5b1bdfbdc5
Use callback method override
2021-01-21 20:06:24 -05:00
07ec0c0e0b
Updated DrawableStoryboardSample to use GetBoundCopy()
2021-01-21 17:46:47 -05:00
b220939650
Fix storyboard samples continuing to play when the beatmap is paused or the intro is skipped.
2021-01-21 17:10:11 -05:00
9e0c490141
Remove unused using
2021-01-04 15:40:22 +09:00
20d04d6933
Fix Storyboard's FirstEventTime not finding the true earliest event
2021-01-04 15:16:01 +09:00
a8569fe15c
Fix a couple of simple cases of incorrect TextureLoaderStore initialisation
2020-12-21 13:35:46 +09:00
c29ad8edf8
Better API for dealing with the contained drawable samples
2020-11-30 19:26:25 +09:00
a53848ef9b
Fix storyboard imlpementation
2020-11-19 22:30:41 +09:00
730b14b5bb
Add initial hit sample pooling
2020-11-19 19:51:09 +09:00
61093030ee
Remove redundant class name qualifier
2020-11-10 12:20:49 +01:00
ce837eaba0
Rename variables
2020-11-10 12:20:26 +01:00