Commit Graph

365 Commits

Author SHA1 Message Date
70e9f7cb8d Always proxy taiko hits when hit 2018-06-25 15:55:09 +09:00
5b344525e1 Move proxy state check to base class 2018-06-18 00:27:18 +09:00
4575319102 Privatise the proxied content 2018-06-17 17:56:46 +09:00
0f9c05d1e6 Fix taiko swells not properly rewinding 2018-06-11 22:32:08 +09:00
1b12820de9 Restore a removed comment 2018-06-11 21:54:11 +09:00
22dfe46572 Make taiko hitobject properly unproxy when rewound 2018-06-11 21:46:45 +09:00
b6fb01440b Fix taiko hit states not being reverted on rewind 2018-06-11 20:44:26 +09:00
f67d263596 Move ruleset-specific hitwindows to post-converted hitobjects 2018-05-17 13:35:15 +09:00
7d027098ec Fix drumroll completions always giving GREAT judgements
Due to requiredgoodhits/requiredgreathits being calculated prior to nested hitobjects.
2018-05-14 14:13:07 +09:00
32a74f95a5 Normalize all the line endings 2018-04-13 18:26:38 +09:00
cb3d0db555 Move combo colours completely out of HitObjects 2018-03-20 15:50:12 +09:00
20acc601bb Fix up breaking taiko changes 2018-03-16 16:10:09 +09:00
a42035f494 Make DrawableHitObject a CompositeDrawable
No reason for it to be a container.
2018-03-15 13:41:06 +09:00
2a9fb2c2c6 Make NestedHitObjects lazily-constructed 2018-03-05 21:40:26 +09:00
df84b23847 Fix possible nullref when there are 0 drumroll ticks 2018-03-05 21:19:40 +09:00
7ce3e60722 Fix drumrolls giving GOOD judgements too one tick too late 2018-03-05 21:19:36 +09:00
46284c61ae Return HitResult.None instead of null 2018-02-08 14:25:59 +09:00
3d167c40ae Remove now unneeded Math.Abs call 2018-02-08 14:15:58 +09:00
9225e883c1 Add + use HalfHitWindow 2018-02-02 20:29:50 +09:00
9bc4bf33a6 Use HitWindows for taiko 2018-02-02 18:53:30 +09:00
bfdfb52666 Fix a few usages of AllJudged possibly not being correct 2018-01-15 15:28:08 +09:00
9d00e5bb7d Make ScrollingHitObjectContainer handle nested hitobjects 2018-01-11 15:08:30 +09:00
6255aaab68 Per-hitobject lifetime management 2018-01-10 19:17:43 +09:00
86b5591583 Merge remote-tracking branch 'origin/master' into scrolling-hitobjects-rewrite 2018-01-10 18:02:49 +09:00
37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
add68ff068 Fix swells not stopping at the hit position 2018-01-04 21:45:29 +09:00
4fee76ba0b Fix drumroll lengths 2018-01-04 20:56:28 +09:00
f34131f8f4 Initial game-wide replacement of scrolling playfields 2018-01-04 18:50:17 +09:00
ccb69d16d9 move HitResult in Scoring namespace to replace HitCount 2017-12-30 21:23:18 +01:00
0c4e4012f8 Taiko drumroll ticks should just play the playfield samples 2017-12-26 19:57:40 +09:00
9690591593 Make taiko use namespaced hitsounds
This is a temporary solution for now that uses DrawableHitObject.SampleNamespace for the override. We will not want to do this going forward, and instead have the rulesets add their custom resource stores to the games', but that requires deciding where/when to apply/remove such resource stores, and is probably left to skinning.
2017-12-26 19:55:56 +09:00
35d7fa8a81 Cleanup things that are now not needed with these changes 2017-12-26 14:18:38 +09:00
14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
affdd81563 Remove unused usings 2017-12-25 17:29:44 +09:00
8bfdee586b Rename SwellSampleMapping -> DrumSampleMapping 2017-12-25 17:29:04 +09:00
d288d8a51f Remove SampleInfoList 2017-12-25 15:40:01 +09:00
844e39a9f6 Make Swells play samples while they're being hit 2017-12-25 15:04:22 +09:00
8529eb1d3a Make strong hit misses not count as misses 2017-12-25 14:49:39 +09:00
298ac5468f Fix regressions 2017-12-23 17:24:28 +09:00
46865bbacd Merge remote-tracking branch 'upstream/master' into taiko-hitsounds-fix
# Conflicts:
#	osu.Game/Audio/SampleInfo.cs
2017-12-23 14:50:35 +09:00
6a29f6020a Make HitObjects construct nested hit objects 2017-12-22 21:42:54 +09:00
ac1d27e925 Fix possible nullref exceptions 2017-12-21 23:02:46 +09:00
cb7e192aff Determine SampleInfo defaults in DrawableHitObject 2017-12-21 16:02:33 +09:00
9d3d9bcdc8 Corrected the return values for taiko DrawableHit and DrawableHitStrong (OnPressed == true if new Judgement occurs and is a hit) 2017-12-08 09:42:10 +01:00
43c270ea49 Rolled back the bad earlier implementation 2017-12-07 21:18:51 +01:00
3e8db8c5e1 Enabled strong taiko hitobjects playing samples again.
Also removes the first hitsound from the strong hitobject so only the "hitfinish" sound gets played.
2017-11-29 06:27:25 +01:00
bc3f11fdb8 Added PlaysSamples property to prevent certain DrawableHitObjects from playing their samples on hit. Also added this to TaikoObjects so their hitsounds won't be played (will be done by the TaikoRulesetContainer) 2017-11-29 06:24:13 +01:00
5c2b1d4be2 Update xmldoc 2017-11-02 21:58:29 +09:00
e2b6003f98 Make taiko use the new "Final" field
Ensures that the first hit on HitStrongs is _always_ non-final unless it was a miss. The second hit is always final.
2017-11-02 21:55:50 +09:00
fe00ac7e41 Make DrawableHitObject/ScoreProcessor support rewinding 2017-11-02 21:21:07 +09:00