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https://github.com/ppy/osu
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Merge pull request #663 from smoogipooo/fix-drumroll-conversion
Fix drumroll conversion
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commit
7ef9af92f3
@ -45,7 +45,7 @@ namespace osu.Game.Rulesets.Osu.Objects
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set { Curve.Distance = value; }
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}
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public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
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public List<SampleInfoList> RepeatSamples { get; set; } = new List<SampleInfoList>();
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public int RepeatCount { get; set; } = 1;
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private int stackHeight;
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@ -117,12 +117,12 @@ namespace osu.Game.Rulesets.Osu.Objects
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StackHeight = StackHeight,
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Scale = Scale,
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ComboColour = ComboColour,
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Samples = Samples.Select(s => new SampleInfo
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Samples = new SampleInfoList(Samples.Select(s => new SampleInfo
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{
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Bank = s.Bank,
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Name = @"slidertick",
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Volume = s.Volume
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}).ToList()
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}))
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};
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}
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}
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@ -66,9 +66,10 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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var distanceData = obj as IHasDistance;
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var repeatsData = obj as IHasRepeats;
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var endTimeData = obj as IHasEndTime;
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var curveData = obj as IHasCurve;
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// Old osu! used hit sounding to determine various hit type information
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List<SampleInfo> samples = obj.Samples;
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SampleInfoList samples = obj.Samples;
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bool strong = samples.Any(s => s.Name == SampleInfo.HIT_FINISH);
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@ -102,16 +103,35 @@ namespace osu.Game.Rulesets.Taiko.Beatmaps
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if (tickSpacing > 0 && osuDuration < 2 * speedAdjustedBeatLength)
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{
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List<SampleInfoList> allSamples = curveData != null ? curveData.RepeatSamples : new List<SampleInfoList>(new[] { samples });
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int i = 0;
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for (double j = obj.StartTime; j <= obj.StartTime + taikoDuration + tickSpacing / 8; j += tickSpacing)
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{
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// Todo: This should generate different type of hits (including strongs)
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// depending on hitobject sound additions (not implemented fully yet)
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yield return new CentreHit
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SampleInfoList currentSamples = allSamples[i];
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bool isRim = currentSamples.Any(s => s.Name == SampleInfo.HIT_CLAP || s.Name == SampleInfo.HIT_WHISTLE);
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strong = currentSamples.Any(s => s.Name == SampleInfo.HIT_FINISH);
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if (isRim)
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{
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StartTime = j,
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Samples = obj.Samples,
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IsStrong = strong,
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};
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yield return new RimHit
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{
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StartTime = j,
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Samples = currentSamples,
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IsStrong = strong
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};
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}
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else
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{
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yield return new CentreHit
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{
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StartTime = j,
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Samples = currentSamples,
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IsStrong = strong,
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};
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}
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i = (i + 1) % allSamples.Count;
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}
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}
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else
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@ -82,12 +82,12 @@ namespace osu.Game.Rulesets.Taiko.Objects
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong,
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Samples = Samples.Select(s => new SampleInfo
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Samples = new SampleInfoList(Samples.Select(s => new SampleInfo
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{
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Bank = s.Bank,
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Name = @"slidertick",
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Volume = s.Volume
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}).ToList()
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}))
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});
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first = false;
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19
osu.Game/Audio/SampleInfoList.cs
Normal file
19
osu.Game/Audio/SampleInfoList.cs
Normal file
@ -0,0 +1,19 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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namespace osu.Game.Audio
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{
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public class SampleInfoList : List<SampleInfo>
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{
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public SampleInfoList()
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{
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}
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public SampleInfoList(IEnumerable<SampleInfo> elements)
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{
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AddRange(elements);
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}
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}
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}
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@ -5,7 +5,6 @@ using osu.Game.Audio;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Database;
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using osu.Game.Rulesets.Objects.Types;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Objects
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{
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@ -29,7 +28,7 @@ namespace osu.Game.Rulesets.Objects
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/// and can be treated as the default samples for the hit object.
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/// </para>
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/// </summary>
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public List<SampleInfo> Samples = new List<SampleInfo>();
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public SampleInfoList Samples = new SampleInfoList();
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/// <summary>
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/// Applies default values to this HitObject.
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Catch
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -123,7 +123,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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}
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// Generate the final per-node samples
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var nodeSamples = new List<List<SampleInfo>>(nodes);
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var nodeSamples = new List<SampleInfoList>(nodes);
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for (int i = 0; i <= repeatCount; i++)
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nodeSamples.Add(convertSoundType(nodeSoundTypes[i], nodeBankInfos[i]));
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@ -204,7 +204,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <param name="repeatCount">The slider repeat count.</param>
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/// <param name="repeatSamples">The samples to be played when the repeat nodes are hit. This includes the head and tail of the slider.</param>
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples);
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protected abstract HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples);
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/// <summary>
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/// Creates a legacy Spinner-type hit object.
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@ -214,9 +214,9 @@ namespace osu.Game.Rulesets.Objects.Legacy
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/// <returns>The hit object.</returns>
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protected abstract HitObject CreateSpinner(Vector2 position, double endTime);
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private List<SampleInfo> convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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private SampleInfoList convertSoundType(LegacySoundType type, SampleBankInfo bankInfo)
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{
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var soundTypes = new List<SampleInfo>
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var soundTypes = new SampleInfoList
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{
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new SampleInfo
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{
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Objects.Legacy
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public CurveType CurveType { get; set; }
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public double Distance { get; set; }
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public List<List<SampleInfo>> RepeatSamples { get; set; }
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public List<SampleInfoList> RepeatSamples { get; set; }
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public int RepeatCount { get; set; } = 1;
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public double EndTime { get; set; }
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Mania
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Osu
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Objects.Legacy.Taiko
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};
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}
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<List<SampleInfo>> repeatSamples)
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protected override HitObject CreateSlider(Vector2 position, bool newCombo, List<Vector2> controlPoints, double length, CurveType curveType, int repeatCount, List<SampleInfoList> repeatSamples)
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{
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return new ConvertSlider
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{
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@ -19,6 +19,6 @@ namespace osu.Game.Rulesets.Objects.Types
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/// <summary>
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/// The samples to be played when each repeat node is hit (0 -> first repeat node, 1 -> second repeat node, etc).
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/// </summary>
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List<List<SampleInfo>> RepeatSamples { get; }
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List<SampleInfoList> RepeatSamples { get; }
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}
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}
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@ -71,6 +71,7 @@
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Audio\SampleInfo.cs" />
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<Compile Include="Audio\SampleInfoList.cs" />
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<Compile Include="Beatmaps\Drawables\BeatmapBackgroundSprite.cs" />
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<Compile Include="Beatmaps\DifficultyCalculator.cs" />
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<Compile Include="Online\API\Requests\PostMessageRequest.cs" />
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