Commit Graph

71 Commits

Author SHA1 Message Date
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
4a52df2dd4 Apply review 2018-02-24 23:07:02 +09:00
768e0a4e2a Add SkinnableSound class
Tidy things up, move logic out of SampleInfo.
2018-02-24 22:47:14 +09:00
6ceabfe19e Add basic hitsound skinning 2018-02-23 13:38:12 +09:00
b77f08941c Make mania play the next note's sounds if no note is hit
Fixes #1911.

This follows what osu!stable does, which is rather unfortunate, since it just plays _every_ sound for the note :|.
2018-01-24 20:05:37 +09:00
9b33499fe7 Merge remote-tracking branch 'upstream/master' into RefactorInputQueues 2018-01-16 20:04:34 +09:00
0ae0dac192 Fix DrawableHitObject not binding nested hitobject events 2018-01-15 20:35:38 +09:00
8ac6818639 expose IsHit 2018-01-13 16:26:14 +01:00
7875f0cb01 remove unnecessary internal 2018-01-13 16:15:41 +01:00
356bb5da1e move sample logic up too 2018-01-13 12:55:52 +01:00
70fc09f81e move judgement + state logic up to DrawableHitObject 2018-01-13 12:42:42 +01:00
9d00e5bb7d Make ScrollingHitObjectContainer handle nested hitobjects 2018-01-11 15:08:30 +09:00
9036ea92eb Run child updates for nested hitobjects when parent hitobjects are masked 2018-01-10 18:29:46 +09:00
ae032cbf23 Support HandleKeyboardInput, HandleMouseInput, CanReceiveKeyboardInput, CanReceiveMouseInput properties 2018-01-07 23:40:00 +03:00
37d393bca0 Update licence headers 2018-01-05 20:21:19 +09:00
ccb69d16d9 move HitResult in Scoring namespace to replace HitCount 2017-12-30 21:23:18 +01:00
a0966305d4 Remove unnecessary new event 2017-12-30 14:46:44 +09:00
f547c7986d created option to override values before UpdateState is called 2017-12-29 17:50:55 +01:00
27cb445c24 Always recrusively apply custom sequence to nested hitobjects 2017-12-29 17:48:05 +09:00
dbcf87267d Merge branch 'master' into standard-hd-support 2017-12-27 21:26:39 +01:00
4c2554595e implement hidden (mostly)
some things work and others don't, I dunno
2017-12-26 17:25:18 +01:00
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
14162b5d46 Make InputDrum handle all Normals/Claps, hitobjects all others 2017-12-26 14:18:23 +09:00
0fb620a8d3 Make HitObject.Samples non-nullable 2017-12-25 16:41:18 +09:00
68d76d4380 Fix taiko strong hits not being handled 2017-12-23 20:58:09 +09:00
aeafa5645a Make Samples null by default and prepopulate in mania 2017-12-23 18:06:46 +09:00
2db68df999 Simplify DrawableHitObject's sample load code 2017-12-23 17:20:14 +09:00
5026c7a95e SoundControlPoint -> SampleControlPoint 2017-12-23 16:34:34 +09:00
ff0927e71b Remove unnecessary newline 2017-12-23 16:23:33 +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
cb7e192aff Determine SampleInfo defaults in DrawableHitObject 2017-12-21 16:02:33 +09:00
a303bf71cf Give control over screen space conversion to DrawableHitObject 2017-12-11 22:19:02 +09:00
b28306d3c0 Fix incorrect SelectionPoint 2017-12-11 18:08:16 +09:00
4573cc3322 Refactor into a new DragBox class, representing a single drag 2017-12-11 17:45:03 +09:00
43c270ea49 Rolled back the bad earlier implementation 2017-12-07 21:18:51 +01:00
cf859a6cf2 Make the dragger attach to objects it surrounds
Plus a lot more implementation.
2017-12-02 00:26:02 +09:00
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
ae8407a3f3 Fix nested hitobject judgements not being removed 2017-11-13 14:00:35 +09:00
66ee9d1631 Update in-line with framework changes 2017-11-09 17:04:04 +09:00
348083f589 Update with framework state transformation
Removes explicit initial state setting in DrawableOsuHitObjects.
2017-11-09 14:05:05 +09:00
0620d0bd7a AllJudged does not need to be virtual anymore 2017-11-02 21:56:09 +09:00
326891f51c Add "Final" to better determine when to stop processing the hitobject 2017-11-02 21:54:28 +09:00
fe00ac7e41 Make DrawableHitObject/ScoreProcessor support rewinding 2017-11-02 21:21:07 +09:00
d5892cf54e Add a bool to specify whether judgements should be visible for certain DrawableHitObjects 2017-10-09 20:17:05 +09:00
093d82ac45 Set depths from playfield add methods instead of DrawableHitObject 2017-09-13 16:17:01 +09:00
92b3e203e8 judgementOccurred should be passed upwards
So only one hit object is ever judged in a single frame.
2017-09-12 18:50:30 +09:00
a38e0062a4 Fix checking judgements even if we don't provide a judgement, if we have a result, or if a nested hit object handled a judgement. 2017-09-12 18:49:50 +09:00
f32d444d68 Remove generics from Playfield (fixes catch) 2017-09-12 18:19:28 +09:00
d7ac02d090 Ensure judgements aren't updated when ArmedState is not idle 2017-09-12 18:00:41 +09:00