mirror of
https://github.com/ppy/osu
synced 2025-01-09 23:59:44 +00:00
Merge remote-tracking branch 'refs/remotes/ppy/master' into hud_visibility
This commit is contained in:
commit
8d28c54ff3
@ -73,6 +73,16 @@ namespace osu.Desktop.VisualTests.Tests
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});
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}
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private void addSwell()
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{
|
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playfield.Add(new DrawableSwell(new Swell
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{
|
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StartTime = Time.Current + 1000,
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EndTime = Time.Current + 5000,
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PreEmpt = 1000
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}));
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}
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private void addDrumRoll(bool strong)
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{
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var d = new DrumRoll
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@ -85,16 +95,6 @@ namespace osu.Desktop.VisualTests.Tests
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playfield.Add(strong ? new DrawableStrongDrumRoll(d) : new DrawableDrumRoll(d));
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}
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private void addSwell()
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{
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playfield.Add(new DrawableSwell(new Swell
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{
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StartTime = Time.Current + 1000,
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EndTime = Time.Current + 5000,
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PreEmpt = 1000
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}));
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}
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private void addCentreHit(bool strong)
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{
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Hit h = new Hit
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|
@ -14,6 +14,11 @@ namespace osu.Game.Modes.Osu.Objects
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{
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public class Slider : OsuHitObject, IHasCurve
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{
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/// <summary>
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/// Scoring distance with a speed-adjusted beat length of 1 second.
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/// </summary>
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private const float base_scoring_distance = 100;
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public IHasCurve CurveObject { get; set; }
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public SliderCurve Curve => CurveObject.Curve;
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@ -51,13 +56,10 @@ namespace osu.Game.Modes.Osu.Objects
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{
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base.ApplyDefaults(timing, difficulty);
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ControlPoint overridePoint;
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ControlPoint timingPoint = timing.TimingPointAt(StartTime, out overridePoint);
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var velocityAdjustment = overridePoint?.VelocityAdjustment ?? 1;
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var baseVelocity = 100 * difficulty.SliderMultiplier / velocityAdjustment;
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier / timing.SpeedMultiplierAt(StartTime);
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Velocity = baseVelocity / timingPoint.BeatLength;
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TickDistance = baseVelocity / difficulty.SliderTickRate;
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Velocity = scoringDistance / timing.BeatLengthAt(StartTime);
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TickDistance = scoringDistance / difficulty.SliderTickRate;
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}
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public IEnumerable<SliderTick> Ticks
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|
@ -7,8 +7,10 @@ using osu.Game.Beatmaps.Samples;
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using osu.Game.Modes.Objects;
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using osu.Game.Modes.Objects.Types;
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using osu.Game.Modes.Taiko.Objects;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Database;
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namespace osu.Game.Modes.Taiko.Beatmaps
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{
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@ -24,74 +26,100 @@ namespace osu.Game.Modes.Taiko.Beatmaps
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return new Beatmap<TaikoHitObject>(original)
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{
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HitObjects = convertHitObjects(original.HitObjects)
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HitObjects = original.HitObjects.SelectMany(h => convertHitObject(h, original)).ToList()
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};
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}
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private List<TaikoHitObject> convertHitObjects(List<HitObject> hitObjects)
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{
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return hitObjects.Select(convertHitObject).ToList();
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}
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private TaikoHitObject convertHitObject(HitObject original)
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private IEnumerable<TaikoHitObject> convertHitObject(HitObject obj, Beatmap beatmap)
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{
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// Check if this HitObject is already a TaikoHitObject, and return it if so
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TaikoHitObject originalTaiko = original as TaikoHitObject;
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var originalTaiko = obj as TaikoHitObject;
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if (originalTaiko != null)
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return originalTaiko;
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yield return originalTaiko;
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|
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IHasDistance distanceData = original as IHasDistance;
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IHasRepeats repeatsData = original as IHasRepeats;
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IHasEndTime endTimeData = original as IHasEndTime;
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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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|
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// Old osu! used hit sounding to determine various hit type information
|
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SampleType sample = original.Sample?.Type ?? SampleType.None;
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SampleType sample = obj.Sample?.Type ?? SampleType.None;
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|
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bool strong = (sample & SampleType.Finish) > 0;
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||||
|
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if (distanceData != null)
|
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{
|
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return new DrumRoll
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double sv = beatmap.TimingInfo.SliderVelocityAt(obj.StartTime) * beatmap.BeatmapInfo.Difficulty.SliderMultiplier;
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||||
|
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double l = distanceData.Distance * legacy_velocity_scale;
|
||||
double v = sv * legacy_velocity_scale;
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||||
double bl = beatmap.TimingInfo.BeatLengthAt(obj.StartTime);
|
||||
|
||||
int repeats = repeatsData?.RepeatCount ?? 1;
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||||
|
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double skipPeriod = Math.Min(bl / beatmap.BeatmapInfo.Difficulty.SliderTickRate, distanceData.Duration / repeats);
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||||
|
||||
if (skipPeriod > 0 && l / v * 1000 < 2 * bl)
|
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{
|
||||
StartTime = original.StartTime,
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||||
Sample = original.Sample,
|
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for (double j = obj.StartTime; j <= distanceData.EndTime + skipPeriod / 8; j += skipPeriod)
|
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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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{
|
||||
StartTime = obj.StartTime,
|
||||
Sample = obj.Sample,
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||||
IsStrong = strong
|
||||
};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
yield return new DrumRoll
|
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{
|
||||
StartTime = obj.StartTime,
|
||||
Sample = obj.Sample,
|
||||
IsStrong = strong,
|
||||
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1) * legacy_velocity_scale
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||||
};
|
||||
}
|
||||
}
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else if (endTimeData != null)
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{
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double hitMultiplier = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.Difficulty.OverallDifficulty, 3, 5, 7.5) * bash_convert_factor;
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yield return new Swell
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{
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||||
StartTime = obj.StartTime,
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Sample = obj.Sample,
|
||||
IsStrong = strong,
|
||||
|
||||
Distance = distanceData.Distance * (repeatsData?.RepeatCount ?? 1)
|
||||
EndTime = endTimeData.EndTime,
|
||||
RequiredHits = (int)Math.Max(1, endTimeData.Duration / 1000 * hitMultiplier)
|
||||
};
|
||||
}
|
||||
|
||||
if (endTimeData != null)
|
||||
else
|
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{
|
||||
// We compute the end time manually to add in the Bash convert factor
|
||||
return new Swell
|
||||
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
|
||||
|
||||
if (isCentre)
|
||||
{
|
||||
StartTime = original.StartTime,
|
||||
Sample = original.Sample,
|
||||
IsStrong = strong,
|
||||
|
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EndTime = original.StartTime + endTimeData.Duration * bash_convert_factor
|
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};
|
||||
}
|
||||
|
||||
bool isCentre = (sample & ~(SampleType.Finish | SampleType.Normal)) == 0;
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if (isCentre)
|
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{
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return new CentreHit
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||||
yield return new CentreHit
|
||||
{
|
||||
StartTime = obj.StartTime,
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||||
Sample = obj.Sample,
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||||
IsStrong = strong
|
||||
};
|
||||
}
|
||||
else
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||||
{
|
||||
StartTime = original.StartTime,
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||||
Sample = original.Sample,
|
||||
IsStrong = strong
|
||||
};
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||||
yield return new RimHit
|
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{
|
||||
StartTime = obj.StartTime,
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Sample = obj.Sample,
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||||
IsStrong = strong,
|
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};
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||||
}
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||||
}
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||||
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||||
return new RimHit
|
||||
{
|
||||
StartTime = original.StartTime,
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||||
Sample = original.Sample,
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||||
IsStrong = strong,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
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|
@ -43,7 +43,7 @@ namespace osu.Game.Modes.Taiko.Judgements
|
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public override string MaxResultString => MAX_HIT_RESULT.GetDescription();
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||||
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||||
/// <summary>
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/// Whether this Judgement has a secondary hit in the case of finishers.
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/// Whether this Judgement has a secondary hit in the case of strong hits.
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||||
/// </summary>
|
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public virtual bool SecondHit { get; set; }
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|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
|
||||
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
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||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
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public DrawableCentreHit(Hit hit)
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||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new CirclePiece
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{
|
||||
Children = new[]
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{
|
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new CentreHitSymbolPiece()
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||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
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private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.PinkDarker;
|
||||
Circle.AccentColour = colours.PinkDarker;
|
||||
}
|
||||
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protected override CirclePiece CreateCirclePiece() => new CirclePiece
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{
|
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Children = new[] { new CentreHitSymbolPiece() }
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};
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||||
}
|
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}
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|
@ -41,6 +41,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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||||
Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
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Add(circle = CreateCirclePiece());
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circle.KiaiMode = HitObject.Kiai;
|
||||
|
||||
foreach (var tick in drumRoll.Ticks)
|
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{
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||||
|
@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
using System;
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||||
using System.Linq;
|
||||
|
||||
@ -20,15 +21,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
|
||||
protected override Container<Framework.Graphics.Drawable> Content => bodyContainer;
|
||||
|
||||
protected readonly CirclePiece Circle;
|
||||
|
||||
private readonly Hit hit;
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the last key pressed is a valid hit key.
|
||||
/// </summary>
|
||||
private bool validKeyPressed;
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
|
||||
protected DrawableHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
@ -38,7 +41,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Children = new[]
|
||||
{
|
||||
Circle = CreateCirclePiece()
|
||||
}
|
||||
});
|
||||
|
||||
Circle.KiaiMode = HitObject.Kiai;
|
||||
}
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
@ -100,5 +109,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
protected abstract CirclePiece CreateCirclePiece();
|
||||
}
|
||||
}
|
||||
|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableRimHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new CirclePiece
|
||||
{
|
||||
Children = new[]
|
||||
{
|
||||
new RimHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.BlueDarker;
|
||||
Circle.AccentColour = colours.BlueDarker;
|
||||
}
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new CirclePiece
|
||||
{
|
||||
Children = new[] { new RimHitSymbolPiece() }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableStrongCentreHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new StrongCirclePiece
|
||||
{
|
||||
Children = new []
|
||||
{
|
||||
new CentreHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.PinkDarker;
|
||||
Circle.AccentColour = colours.PinkDarker;
|
||||
}
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
|
||||
{
|
||||
Children = new[] { new CentreHitSymbolPiece() }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableStrongRimHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new StrongCirclePiece
|
||||
{
|
||||
Children = new[]
|
||||
{
|
||||
new RimHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.BlueDarker;
|
||||
Circle.AccentColour = colours.BlueDarker;
|
||||
}
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
|
||||
{
|
||||
Children = new[] { new RimHitSymbolPiece() }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -128,6 +128,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
circlePiece.KiaiMode = HitObject.Kiai;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
|
@ -13,6 +13,11 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class DrumRoll : TaikoHitObject, IHasDistance
|
||||
{
|
||||
/// <summary>
|
||||
/// Drum roll distance that results in a duration of 1 speed-adjusted beat length.
|
||||
/// </summary>
|
||||
private const float base_distance = 100;
|
||||
|
||||
public double EndTime => StartTime + Distance / Velocity;
|
||||
|
||||
public double Duration => EndTime - StartTime;
|
||||
@ -59,7 +64,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
Velocity = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
|
||||
Velocity = base_distance * difficulty.SliderMultiplier * difficulty.SliderTickRate * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime);
|
||||
TickTimeDistance = timing.BeatLengthAt(StartTime);
|
||||
|
||||
//TODO: move this to legacy conversion code to allow for direct division without special case.
|
||||
|
@ -1,9 +1,6 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Modes.Objects.Types;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
@ -17,14 +14,6 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
/// <summary>
|
||||
/// The number of hits required to complete the swell successfully.
|
||||
/// </summary>
|
||||
public int RequiredHits { get; protected set; } = 10;
|
||||
|
||||
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
double spinnerRotationRatio = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
|
||||
RequiredHits = (int)Math.Max(1, Duration / 1000f * spinnerRotationRatio);
|
||||
}
|
||||
public int RequiredHits = 10;
|
||||
}
|
||||
}
|
@ -14,6 +14,11 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
/// </summary>
|
||||
public const float CIRCLE_RADIUS = 42f;
|
||||
|
||||
/// <summary>
|
||||
/// Time (in milliseconds) to scroll in the hit object with a speed-adjusted beat length of 1 second.
|
||||
/// </summary>
|
||||
private const double base_scroll_time = 6000;
|
||||
|
||||
/// <summary>
|
||||
/// The time to scroll in the HitObject.
|
||||
/// </summary>
|
||||
@ -34,7 +39,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
PreEmpt = 600 / (timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier) * 1000;
|
||||
PreEmpt = base_scroll_time / difficulty.SliderMultiplier * timing.BeatLengthAt(StartTime) * timing.SpeedMultiplierAt(StartTime) / 1000;
|
||||
|
||||
ControlPoint overridePoint;
|
||||
Kiai = timing.TimingPointAt(StartTime, out overridePoint).KiaiMode;
|
||||
|
@ -18,12 +18,21 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
/// </summary>
|
||||
internal class HitExplosion : CircularContainer
|
||||
{
|
||||
private readonly TaikoJudgement judgement;
|
||||
/// <summary>
|
||||
/// The size multiplier of a hit explosion if a hit object has been hit with the second key.
|
||||
/// </summary>
|
||||
private const float secondhit_size_multiplier = 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// The judgement this hit explosion visualises.
|
||||
/// </summary>
|
||||
public readonly TaikoJudgement Judgement;
|
||||
|
||||
private readonly Box innerFill;
|
||||
|
||||
public HitExplosion(TaikoJudgement judgement)
|
||||
{
|
||||
this.judgement = judgement;
|
||||
Judgement = judgement;
|
||||
|
||||
Size = new Vector2(TaikoHitObject.CIRCLE_RADIUS * 2);
|
||||
|
||||
@ -50,10 +59,7 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
if (judgement.SecondHit)
|
||||
Size *= 1.5f;
|
||||
|
||||
switch (judgement.TaikoResult)
|
||||
switch (Judgement.TaikoResult)
|
||||
{
|
||||
case TaikoHitResult.Good:
|
||||
innerFill.Colour = colours.Green;
|
||||
@ -73,5 +79,13 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Transforms this hit explosion to visualise a secondary hit.
|
||||
/// </summary>
|
||||
public void VisualiseSecondHit()
|
||||
{
|
||||
ResizeTo(Size * secondhit_size_multiplier, 50);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -21,9 +21,9 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
private const float normal_diameter = TaikoHitObject.CIRCLE_RADIUS * 2;
|
||||
|
||||
/// <summary>
|
||||
/// Diameter of finisher hit object circles.
|
||||
/// Diameter of strong hit object circles.
|
||||
/// </summary>
|
||||
private const float finisher_diameter = normal_diameter * 1.5f;
|
||||
private const float strong_hit_diameter = normal_diameter * 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// The 1px inner border of the taiko playfield.
|
||||
@ -47,15 +47,15 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
Anchor = Anchor.TopCentre,
|
||||
Origin = Anchor.TopCentre,
|
||||
Y = border_offset,
|
||||
Size = new Vector2(border_thickness, (TaikoPlayfield.PLAYFIELD_HEIGHT - finisher_diameter) / 2f - border_offset),
|
||||
Size = new Vector2(border_thickness, (TaikoPlayfield.PLAYFIELD_HEIGHT - strong_hit_diameter) / 2f - border_offset),
|
||||
Alpha = 0.1f
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Finisher Ring",
|
||||
Name = "Strong Hit Ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Size = new Vector2(finisher_diameter),
|
||||
Size = new Vector2(strong_hit_diameter),
|
||||
Masking = true,
|
||||
BorderColour = Color4.White,
|
||||
BorderThickness = border_thickness,
|
||||
@ -72,7 +72,7 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Normal Ring",
|
||||
Name = "Normal Hit Ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Size = new Vector2(normal_diameter),
|
||||
@ -96,7 +96,7 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
Anchor = Anchor.BottomCentre,
|
||||
Origin = Anchor.BottomCentre,
|
||||
Y = -border_offset,
|
||||
Size = new Vector2(border_thickness, (TaikoPlayfield.PLAYFIELD_HEIGHT - finisher_diameter) / 2f - border_offset),
|
||||
Size = new Vector2(border_thickness, (TaikoPlayfield.PLAYFIELD_HEIGHT - strong_hit_diameter) / 2f - border_offset),
|
||||
Alpha = 0.1f
|
||||
},
|
||||
};
|
||||
|
@ -2,15 +2,17 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Replays;
|
||||
using osu.Game.Modes.Scoring;
|
||||
using osu.Game.Modes.Taiko.Beatmaps;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using osu.Game.Modes.Taiko.Objects;
|
||||
using osu.Game.Modes.Taiko.Replays;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable;
|
||||
using osu.Game.Modes.Taiko.Scoring;
|
||||
using osu.Game.Modes.UI;
|
||||
using osu.Game.Modes.Replays;
|
||||
using osu.Game.Modes.Taiko.Replays;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.UI
|
||||
{
|
||||
@ -27,9 +29,44 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
|
||||
protected override IBeatmapProcessor<TaikoHitObject> CreateBeatmapProcessor() => new TaikoBeatmapProcessor();
|
||||
|
||||
protected override Playfield<TaikoHitObject, TaikoJudgement> CreatePlayfield() => new TaikoPlayfield();
|
||||
protected override Playfield<TaikoHitObject, TaikoJudgement> CreatePlayfield() => new TaikoPlayfield
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.CentreLeft
|
||||
};
|
||||
|
||||
protected override DrawableHitObject<TaikoHitObject, TaikoJudgement> GetVisualRepresentation(TaikoHitObject h) => null;
|
||||
protected override DrawableHitObject<TaikoHitObject, TaikoJudgement> GetVisualRepresentation(TaikoHitObject h)
|
||||
{
|
||||
var centreHit = h as CentreHit;
|
||||
if (centreHit != null)
|
||||
{
|
||||
if (h.IsStrong)
|
||||
return new DrawableStrongCentreHit(centreHit);
|
||||
return new DrawableCentreHit(centreHit);
|
||||
}
|
||||
|
||||
var rimHit = h as RimHit;
|
||||
if (rimHit != null)
|
||||
{
|
||||
if (h.IsStrong)
|
||||
return new DrawableStrongRimHit(rimHit);
|
||||
return new DrawableRimHit(rimHit);
|
||||
}
|
||||
|
||||
var drumRoll = h as DrumRoll;
|
||||
if (drumRoll != null)
|
||||
{
|
||||
if (h.IsStrong)
|
||||
return new DrawableStrongDrumRoll(drumRoll);
|
||||
return new DrawableDrumRoll(drumRoll);
|
||||
}
|
||||
|
||||
var swell = h as Swell;
|
||||
if (swell != null)
|
||||
return new DrawableSwell(swell);
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
|
||||
}
|
||||
|
@ -15,6 +15,7 @@ using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable;
|
||||
using System.Linq;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.UI
|
||||
{
|
||||
@ -22,7 +23,7 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// The play field height. This is relative to the size of hit objects
|
||||
/// such that the playfield is just a bit larger than finishers.
|
||||
/// such that the playfield is just a bit larger than strong hits.
|
||||
/// </summary>
|
||||
public const float PLAYFIELD_HEIGHT = TaikoHitObject.CIRCLE_RADIUS * 2 * 2;
|
||||
|
||||
@ -176,9 +177,7 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
public override void OnJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> judgedObject)
|
||||
{
|
||||
bool wasHit = judgedObject.Judgement.Result == HitResult.Hit;
|
||||
|
||||
if (wasHit)
|
||||
hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement));
|
||||
bool secondHit = judgedObject.Judgement.SecondHit;
|
||||
|
||||
judgementContainer.Add(new DrawableTaikoJudgement(judgedObject.Judgement)
|
||||
{
|
||||
@ -187,6 +186,22 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
RelativePositionAxes = Axes.X,
|
||||
X = wasHit ? judgedObject.Position.X : 0,
|
||||
});
|
||||
|
||||
if (!wasHit)
|
||||
return;
|
||||
|
||||
if (!secondHit)
|
||||
{
|
||||
if (judgedObject.X >= -0.05f && !(judgedObject is DrawableSwell))
|
||||
{
|
||||
// If we're far enough away from the left stage, we should bring outselves in front of it
|
||||
topLevelHitContainer.Add(judgedObject.CreateProxy());
|
||||
}
|
||||
|
||||
hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement));
|
||||
}
|
||||
else
|
||||
hitExplosionContainer.Children.FirstOrDefault(e => e.Judgement == judgedObject.Judgement)?.VisualiseSecondHit();
|
||||
}
|
||||
}
|
||||
}
|
@ -20,11 +20,11 @@ namespace osu.Game.Beatmaps.Timing
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the BPM multiplier at a time.
|
||||
/// Finds the speed multiplier at a time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the BPM multiplier at.</param>
|
||||
/// <returns>The BPM multiplier.</returns>
|
||||
public double BPMMultiplierAt(double time)
|
||||
/// <param name="time">The time to find the speed multiplier at.</param>
|
||||
/// <returns>The speed multiplier.</returns>
|
||||
public double SpeedMultiplierAt(double time)
|
||||
{
|
||||
ControlPoint overridePoint;
|
||||
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
|
||||
@ -33,10 +33,10 @@ namespace osu.Game.Beatmaps.Timing
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the beat length at a time.
|
||||
/// Finds the beat length at a time. This is expressed in milliseconds.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the beat length at.</param>
|
||||
/// <returns>The beat length in milliseconds.</returns>
|
||||
/// <returns>The beat length.</returns>
|
||||
public double BeatLengthAt(double time)
|
||||
{
|
||||
ControlPoint overridePoint;
|
||||
@ -45,32 +45,6 @@ namespace osu.Game.Beatmaps.Timing
|
||||
return timingPoint.BeatLength;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the beat velocity at a time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the velocity at.</param>
|
||||
/// <returns>The velocity.</returns>
|
||||
public double BeatVelocityAt(double time)
|
||||
{
|
||||
ControlPoint overridePoint;
|
||||
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
|
||||
|
||||
return overridePoint?.VelocityAdjustment ?? timingPoint?.VelocityAdjustment ?? 1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the beat length at a time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the beat length at.</param>
|
||||
/// <returns>The beat length in positional length units.</returns>
|
||||
public double BeatDistanceAt(double time)
|
||||
{
|
||||
ControlPoint overridePoint;
|
||||
ControlPoint timingPoint = TimingPointAt(time, out overridePoint);
|
||||
|
||||
return (timingPoint?.BeatLength ?? 1) * (overridePoint?.VelocityAdjustment ?? timingPoint?.VelocityAdjustment ?? 1);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the timing point at a time.
|
||||
/// </summary>
|
||||
@ -102,21 +76,5 @@ namespace osu.Game.Beatmaps.Timing
|
||||
|
||||
return timingPoint ?? ControlPoint.Default;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds the slider velocity at a time.
|
||||
/// </summary>
|
||||
/// <param name="time">The time to find the slider velocity at.</param>
|
||||
/// <returns>The slider velocity in milliseconds.</returns>
|
||||
public double SliderVelocityAt(double time)
|
||||
{
|
||||
const double base_scoring_distance = 100;
|
||||
|
||||
double beatDistance = BeatDistanceAt(time);
|
||||
|
||||
if (beatDistance > 0)
|
||||
return base_scoring_distance / beatDistance * 1000;
|
||||
return base_scoring_distance;
|
||||
}
|
||||
}
|
||||
}
|
@ -64,7 +64,7 @@ namespace osu.Game.Screens.Play
|
||||
{
|
||||
var beatmap = Beatmap.Beatmap;
|
||||
|
||||
if (beatmap.BeatmapInfo?.Mode > PlayMode.Osu)
|
||||
if (beatmap.BeatmapInfo?.Mode > PlayMode.Taiko)
|
||||
{
|
||||
//we only support osu! mode for now because the hitobject parsing is crappy and needs a refactor.
|
||||
Exit();
|
||||
|
Loading…
Reference in New Issue
Block a user