Merge pull request #10872 from smoogipoo/fix-missing-triangles

This commit is contained in:
Dean Herbert 2020-11-19 14:11:08 +09:00 committed by GitHub
commit 7f3c8ad744
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 75 additions and 9 deletions

View File

@ -13,6 +13,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class CirclePiece : CompositeDrawable
{
[Resolved]
private DrawableHitObject drawableObject { get; set; }
private TrianglesPiece triangles;
public CirclePiece()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
@ -26,7 +31,7 @@ public CirclePiece()
}
[BackgroundDependencyLoader]
private void load(TextureStore textures, DrawableHitObject drawableHitObject)
private void load(TextureStore textures)
{
InternalChildren = new Drawable[]
{
@ -36,13 +41,32 @@ private void load(TextureStore textures, DrawableHitObject drawableHitObject)
Origin = Anchor.Centre,
Texture = textures.Get(@"Gameplay/osu/disc"),
},
new TrianglesPiece(drawableHitObject.GetHashCode())
triangles = new TrianglesPiece
{
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Alpha = 0.5f,
}
};
drawableObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(drawableObject);
}
private void onHitObjectApplied(DrawableHitObject obj)
{
if (obj.HitObject == null)
return;
triangles.Reset((int)obj.HitObject.StartTime);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableObject != null)
drawableObject.HitObjectApplied -= onHitObjectApplied;
}
}
}

View File

@ -1,14 +1,21 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class ExplodePiece : Container
{
[Resolved]
private DrawableHitObject drawableObject { get; set; }
private TrianglesPiece triangles;
public ExplodePiece()
{
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
@ -18,13 +25,36 @@ public ExplodePiece()
Blending = BlendingParameters.Additive;
Alpha = 0;
}
Child = new TrianglesPiece
[BackgroundDependencyLoader]
private void load()
{
Child = triangles = new TrianglesPiece
{
Blending = BlendingParameters.Additive,
RelativeSizeAxes = Axes.Both,
Alpha = 0.2f,
};
drawableObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(drawableObject);
}
private void onHitObjectApplied(DrawableHitObject obj)
{
if (obj.HitObject == null)
return;
triangles.Reset((int)obj.HitObject.StartTime);
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (drawableObject != null)
drawableObject.HitObjectApplied -= onHitObjectApplied;
}
}
}

View File

@ -7,7 +7,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class TrianglesPiece : Triangles
{
protected override bool ExpireOffScreenTriangles => false;
protected override bool CreateNewTriangles => false;
protected override float SpawnRatio => 0.5f;

View File

@ -60,6 +60,7 @@ public Color4 ColourDark
/// <summary>
/// Whether we want to expire triangles as they exit our draw area completely.
/// </summary>
[Obsolete("Unused.")] // Can be removed 20210518
protected virtual bool ExpireOffScreenTriangles => true;
/// <summary>
@ -86,12 +87,9 @@ public Color4 ColourDark
/// </summary>
public float Velocity = 1;
private readonly Random stableRandom;
private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
private readonly SortedList<TriangleParticle> parts = new SortedList<TriangleParticle>(Comparer<TriangleParticle>.Default);
private Random stableRandom;
private IShader shader;
private readonly Texture texture;
@ -172,7 +170,20 @@ protected override void Update()
}
}
protected int AimCount;
/// <summary>
/// Clears and re-initialises triangles according to a given seed.
/// </summary>
/// <param name="seed">An optional seed to stabilise random positions / attributes. Note that this does not guarantee stable playback when seeking in time.</param>
public void Reset(int? seed = null)
{
if (seed != null)
stableRandom = new Random(seed.Value);
parts.Clear();
addTriangles(true);
}
protected int AimCount { get; private set; }
private void addTriangles(bool randomY)
{
@ -226,6 +237,8 @@ private void updateColours()
}
}
private float nextRandom() => (float)(stableRandom?.NextDouble() ?? RNG.NextSingle());
protected override DrawNode CreateDrawNode() => new TrianglesDrawNode(this);
private class TrianglesDrawNode : DrawNode