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https://github.com/ppy/osu
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Merge pull request #20039 from peppy/fix-skip-button-permanent-display
Fix skip button getting stuck on screen for certain beatmaps
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commit
2bf74d2b38
@ -27,8 +27,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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private const double skip_time = 6000;
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[SetUp]
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public void SetUp() => Schedule(() =>
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private void createTest(double skipTime = skip_time) => AddStep("create test", () =>
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{
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requestCount = 0;
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increment = skip_time;
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@ -40,7 +39,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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skip = new TestSkipOverlay(skip_time)
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skip = new TestSkipOverlay(skipTime)
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{
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RequestSkip = () =>
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{
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@ -55,9 +54,25 @@ namespace osu.Game.Tests.Visual.Gameplay
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gameplayClock = gameplayClockContainer;
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});
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[Test]
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public void TestSkipTimeZero()
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{
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createTest(0);
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AddUntilStep("wait for skip overlay expired", () => !skip.IsAlive);
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}
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[Test]
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public void TestSkipTimeEqualToSkip()
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{
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createTest(MasterGameplayClockContainer.MINIMUM_SKIP_TIME);
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AddUntilStep("wait for skip overlay expired", () => !skip.IsAlive);
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}
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[Test]
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public void TestFadeOnIdle()
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{
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createTest();
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AddStep("move mouse", () => InputManager.MoveMouseTo(Vector2.Zero));
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AddUntilStep("fully visible", () => skip.FadingContent.Alpha == 1);
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AddUntilStep("wait for fade", () => skip.FadingContent.Alpha < 1);
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@ -70,6 +85,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestClickableAfterFade()
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{
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createTest();
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddUntilStep("wait for fade", () => skip.FadingContent.Alpha == 0);
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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@ -79,6 +96,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestClickOnlyActuatesOnce()
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{
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createTest();
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () =>
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{
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@ -94,6 +113,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestClickOnlyActuatesMultipleTimes()
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{
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createTest();
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AddStep("set increment lower", () => increment = 3000);
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("click", () => InputManager.Click(MouseButton.Left));
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@ -106,6 +127,8 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Test]
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public void TestDoesntFadeOnMouseDown()
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{
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createTest();
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AddStep("move mouse", () => InputManager.MoveMouseTo(skip.ScreenSpaceDrawQuad.Centre));
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AddStep("button down", () => InputManager.PressButton(MouseButton.Left));
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AddUntilStep("wait for overlay disappear", () => !skip.OverlayContent.IsPresent);
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@ -114,16 +114,17 @@ namespace osu.Game.Screens.Play
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{
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base.LoadComplete();
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displayTime = gameplayClock.CurrentTime;
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// skip is not required if there is no extra "empty" time to skip.
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// we may need to remove this if rewinding before the initial player load position becomes a thing.
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if (fadeOutBeginTime < gameplayClock.CurrentTime)
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if (fadeOutBeginTime <= displayTime)
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{
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Expire();
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return;
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}
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button.Action = () => RequestSkip?.Invoke();
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displayTime = gameplayClock.CurrentTime;
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fadeContainer.TriggerShow();
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@ -146,7 +147,12 @@ namespace osu.Game.Screens.Play
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{
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base.Update();
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double progress = fadeOutBeginTime <= displayTime ? 1 : Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime));
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// This case causes an immediate expire in `LoadComplete`, but `Update` may run once after that.
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// Avoid div-by-zero below.
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if (fadeOutBeginTime <= displayTime)
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return;
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double progress = Math.Max(0, 1 - (gameplayClock.CurrentTime - displayTime) / (fadeOutBeginTime - displayTime));
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remainingTimeBox.Width = (float)Interpolation.Lerp(remainingTimeBox.Width, progress, Math.Clamp(Time.Elapsed / 40, 0, 1));
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