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Merge pull request #10217 from peppy/fix-taiko-editor-type-stats
Fix changing rim/strong types in taiko editor not applying correctly
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commit
039e1b2032
@ -36,35 +36,64 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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private bool pressHandledThisFrame;
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private Bindable<HitType> type;
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private readonly Bindable<HitType> type;
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public DrawableHit(Hit hit)
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: base(hit)
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{
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type = HitObject.TypeBindable.GetBoundCopy();
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FillMode = FillMode.Fit;
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updateActionsFromType();
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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type = HitObject.TypeBindable.GetBoundCopy();
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type.BindValueChanged(_ =>
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{
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updateType();
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updateActionsFromType();
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// will overwrite samples, should only be called on change.
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updateSamplesFromTypeChange();
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RecreatePieces();
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});
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updateType();
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}
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private void updateType()
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private HitSampleInfo[] getRimSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE).ToArray();
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protected override void LoadSamples()
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{
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base.LoadSamples();
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type.Value = getRimSamples().Any() ? HitType.Rim : HitType.Centre;
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}
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private void updateSamplesFromTypeChange()
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{
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var rimSamples = getRimSamples();
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bool isRimType = HitObject.Type == HitType.Rim;
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if (isRimType != rimSamples.Any())
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{
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if (isRimType)
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HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_CLAP });
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else
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{
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foreach (var sample in rimSamples)
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HitObject.Samples.Remove(sample);
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}
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}
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}
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private void updateActionsFromType()
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{
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HitActions =
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HitObject.Type == HitType.Centre
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? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
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: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
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RecreatePieces();
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}
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protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
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@ -1,19 +1,19 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using System.Linq;
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using osu.Game.Audio;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Input.Bindings;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -120,7 +120,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected Vector2 BaseSize;
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protected SkinnableDrawable MainPiece;
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private Bindable<bool> isStrong;
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private readonly Bindable<bool> isStrong;
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private readonly Container<DrawableStrongNestedHit> strongHitContainer;
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@ -128,6 +128,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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: base(hitObject)
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{
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HitObject = hitObject;
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isStrong = HitObject.IsStrongBindable.GetBoundCopy();
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Custom;
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@ -140,8 +141,40 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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[BackgroundDependencyLoader]
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private void load()
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{
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isStrong = HitObject.IsStrongBindable.GetBoundCopy();
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isStrong.BindValueChanged(_ => RecreatePieces(), true);
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isStrong.BindValueChanged(_ =>
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{
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// will overwrite samples, should only be called on change.
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updateSamplesFromStrong();
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RecreatePieces();
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});
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RecreatePieces();
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}
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private HitSampleInfo[] getStrongSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_FINISH).ToArray();
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protected override void LoadSamples()
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{
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base.LoadSamples();
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isStrong.Value = getStrongSamples().Any();
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}
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private void updateSamplesFromStrong()
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{
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var strongSamples = getStrongSamples();
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if (isStrong.Value != strongSamples.Any())
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{
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if (isStrong.Value)
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HitObject.Samples.Add(new HitSampleInfo { Name = HitSampleInfo.HIT_FINISH });
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else
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{
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foreach (var sample in strongSamples)
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HitObject.Samples.Remove(sample);
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}
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}
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}
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protected virtual void RecreatePieces()
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@ -157,6 +157,9 @@ namespace osu.Game.Rulesets.Objects.Drawables
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updateState(ArmedState.Idle, true);
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}
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/// <summary>
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/// Invoked by the base <see cref="DrawableHitObject"/> to populate samples, once on initial load and potentially again on any change to the samples collection.
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/// </summary>
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protected virtual void LoadSamples()
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{
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if (Samples != null)
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