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https://github.com/ppy/osu
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Merge branch 'master' into update-framework
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3ad74e2ff3
68
osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoSuddenDeath.cs
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68
osu.Game.Rulesets.Taiko.Tests/TestSceneTaikoSuddenDeath.cs
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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 System.Linq;
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using NUnit.Framework;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Mods;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Visual;
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namespace osu.Game.Rulesets.Taiko.Tests
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{
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public class TestSceneTaikoSuddenDeath : PlayerTestScene
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{
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public TestSceneTaikoSuddenDeath()
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: base(new TaikoRuleset())
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{
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}
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protected override bool AllowFail => true;
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protected override Player CreatePlayer(Ruleset ruleset)
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{
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Mods.Value = Mods.Value.Concat(new[] { new TaikoModSuddenDeath() }).ToArray();
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return new ScoreAccessiblePlayer();
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}
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protected override IBeatmap CreateBeatmap(RulesetInfo ruleset) =>
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new TaikoBeatmap
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{
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HitObjects =
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{
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new Swell { StartTime = 1500 },
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new Hit { StartTime = 100000 },
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},
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BeatmapInfo =
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{
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Ruleset = new TaikoRuleset().RulesetInfo
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}
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};
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[Test]
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public void TestSpinnerDoesNotFail()
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{
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bool judged = false;
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AddStep("Setup judgements", () =>
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{
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judged = false;
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((ScoreAccessiblePlayer)Player).ScoreProcessor.NewJudgement += b => judged = true;
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});
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AddUntilStep("swell judged", () => judged);
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AddAssert("not failed", () => !Player.HasFailed);
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}
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private class ScoreAccessiblePlayer : TestPlayer
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{
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public ScoreAccessiblePlayer()
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: base(false, false)
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{
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}
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public new ScoreProcessor ScoreProcessor => base.ScoreProcessor;
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}
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}
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}
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@ -43,7 +43,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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protected override void LoadComplete()
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{
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base.LoadComplete();
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ScoreProcessor.FailConditions += _ => true;
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ScoreProcessor.FailConditions += (_, __) => true;
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}
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}
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}
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@ -76,7 +76,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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public void TestOsuMods()
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{
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var ruleset = rulesets.AvailableRulesets.First(r => r.ID == 0);
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AddStep("change ruleset", () => { Ruleset.Value = ruleset; });
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changeRuleset(ruleset);
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var instance = ruleset.CreateInstance();
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@ -108,7 +108,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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public void TestManiaMods()
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{
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var ruleset = rulesets.AvailableRulesets.First(r => r.ID == 3);
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AddStep("change ruleset", () => { Ruleset.Value = ruleset; });
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changeRuleset(ruleset);
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testRankedText(ruleset.CreateInstance().GetModsFor(ModType.Conversion).First(m => m is ManiaModRandom));
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}
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@ -119,7 +119,7 @@ namespace osu.Game.Tests.Visual.UserInterface
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var rulesetOsu = rulesets.AvailableRulesets.First(r => r.ID == 0);
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var rulesetMania = rulesets.AvailableRulesets.First(r => r.ID == 3);
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AddStep("change ruleset to null", () => { Ruleset.Value = null; });
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changeRuleset(null);
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var instance = rulesetOsu.CreateInstance();
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var easierMods = instance.GetModsFor(ModType.DifficultyReduction);
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@ -127,15 +127,15 @@ namespace osu.Game.Tests.Visual.UserInterface
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AddStep("set mods externally", () => { modDisplay.Current.Value = new[] { noFailMod }; });
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AddStep("change ruleset to osu", () => { Ruleset.Value = rulesetOsu; });
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changeRuleset(rulesetOsu);
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AddAssert("ensure mods still selected", () => modDisplay.Current.Value.Single(m => m is OsuModNoFail) != null);
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AddStep("change ruleset to mania", () => { Ruleset.Value = rulesetMania; });
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changeRuleset(rulesetMania);
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AddAssert("ensure mods not selected", () => !modDisplay.Current.Value.Any(m => m is OsuModNoFail));
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AddStep("change ruleset to osu", () => { Ruleset.Value = rulesetOsu; });
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changeRuleset(rulesetOsu);
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AddAssert("ensure mods not selected", () => !modDisplay.Current.Value.Any());
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}
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@ -216,14 +216,11 @@ namespace osu.Game.Tests.Visual.UserInterface
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private void testRankedText(Mod mod)
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{
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waitForLoad();
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AddAssert("check for ranked", () => modSelect.UnrankedLabel.Alpha == 0);
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AddUntilStep("check for ranked", () => modSelect.UnrankedLabel.Alpha == 0);
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selectNext(mod);
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waitForLoad();
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AddAssert("check for unranked", () => modSelect.UnrankedLabel.Alpha != 0);
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AddUntilStep("check for unranked", () => modSelect.UnrankedLabel.Alpha != 0);
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selectPrevious(mod);
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waitForLoad();
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AddAssert("check for ranked", () => modSelect.UnrankedLabel.Alpha == 0);
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AddUntilStep("check for ranked", () => modSelect.UnrankedLabel.Alpha == 0);
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}
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private void selectNext(Mod mod) => AddStep($"left click {mod.Name}", () => modSelect.GetModButton(mod)?.SelectNext(1));
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@ -232,7 +229,6 @@ namespace osu.Game.Tests.Visual.UserInterface
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private void checkSelected(Mod mod)
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{
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waitForLoad();
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AddAssert($"check {mod.Name} is selected", () =>
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{
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var button = modSelect.GetModButton(mod);
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@ -240,14 +236,17 @@ namespace osu.Game.Tests.Visual.UserInterface
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});
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}
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private void waitForLoad()
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private void changeRuleset(RulesetInfo ruleset)
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{
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AddUntilStep("wait for icons to load", () => modSelect.AllLoaded);
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AddStep($"change ruleset to {ruleset}", () => { Ruleset.Value = ruleset; });
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waitForLoad();
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}
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private void waitForLoad() =>
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AddUntilStep("wait for icons to load", () => modSelect.AllLoaded);
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private void checkNotSelected(Mod mod)
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{
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waitForLoad();
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AddAssert($"check {mod.Name} is not selected", () =>
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{
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var button = modSelect.GetModButton(mod);
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@ -181,10 +181,10 @@ namespace osu.Game
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configSkin.ValueChanged += skinId => SkinManager.CurrentSkinInfo.Value = SkinManager.Query(s => s.ID == skinId.NewValue) ?? SkinInfo.Default;
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configSkin.TriggerChange();
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LocalConfig.BindWith(OsuSetting.VolumeInactive, userInactiveVolume);
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IsActive.BindValueChanged(active => updateActiveState(active.NewValue), true);
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
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Beatmap.BindValueChanged(beatmapChanged, true);
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}
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@ -707,22 +707,14 @@ namespace osu.Game
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#region Inactive audio dimming
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private readonly BindableDouble userInactiveVolume = new BindableDouble();
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private readonly BindableDouble inactiveVolumeFade = new BindableDouble();
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private void updateActiveState(bool isActive)
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{
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if (isActive)
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{
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this.TransformBindableTo(inactiveVolumeFade, 1, 500, Easing.OutQuint)
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.Finally(_ => Audio.RemoveAdjustment(AdjustableProperty.Volume, inactiveVolumeFade)); //wait for the transition to finish to remove the inactive audio adjustment
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}
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this.TransformBindableTo(inactiveVolumeFade, 1, 400, Easing.OutQuint);
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else
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{
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Audio.AddAdjustment(AdjustableProperty.Volume, inactiveVolumeFade);
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this.TransformBindableTo(inactiveVolumeFade, userInactiveVolume.Value, 1500, Easing.OutSine);
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}
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this.TransformBindableTo(inactiveVolumeFade, LocalConfig.Get<double>(OsuSetting.VolumeInactive), 4000, Easing.OutQuint);
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}
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#endregion
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@ -3,6 +3,7 @@
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Mods
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@ -14,6 +15,6 @@ namespace osu.Game.Rulesets.Mods
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public override IconUsage Icon => OsuIcon.ModPerfect;
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public override string Description => "SS or quit.";
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protected override bool FailCondition(ScoreProcessor scoreProcessor) => scoreProcessor.Accuracy.Value != 1;
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protected override bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Accuracy.Value != 1;
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}
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}
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using System;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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@ -27,6 +28,6 @@ namespace osu.Game.Rulesets.Mods
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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protected virtual bool FailCondition(ScoreProcessor scoreProcessor) => scoreProcessor.Combo.Value == 0;
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protected virtual bool FailCondition(ScoreProcessor scoreProcessor, JudgementResult result) => scoreProcessor.Combo.Value == 0 && result.Judgement.AffectsCombo;
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}
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}
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/// <summary>
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/// Additional conditions on top of <see cref="DefaultFailCondition"/> that cause a failing state.
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/// </summary>
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public event Func<ScoreProcessor, bool> FailConditions;
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public event Func<ScoreProcessor, JudgementResult, bool> FailConditions;
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/// <summary>
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/// The current total score.
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/// This can only ever notify subscribers once.
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/// </para>
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/// </summary>
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protected void UpdateFailed()
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protected void UpdateFailed(JudgementResult result)
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{
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if (HasFailed)
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return;
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if (!DefaultFailCondition && FailConditions?.Invoke(this) != true)
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if (!DefaultFailCondition && FailConditions?.Invoke(this, result) != true)
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return;
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if (Failed?.Invoke() != false)
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ApplyResult(result);
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updateScore();
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UpdateFailed();
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UpdateFailed(result);
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NotifyNewJudgement(result);
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}
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