a42035f494
Make DrawableHitObject a CompositeDrawable
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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
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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
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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)
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some things work and others don't, I dunno
2017-12-26 17:25:18 +01:00
9690591593
Make taiko use namespaced hitsounds
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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
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# 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
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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
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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
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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