Merge remote-tracking branch 'origin/master' into taiko_playfield_2

This commit is contained in:
smoogipooo 2017-03-22 01:38:53 +09:00
commit afcd42b06d
10 changed files with 65 additions and 31 deletions

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@ -3,7 +3,7 @@
namespace osu.Game.Modes.Taiko.Judgements
{
public enum TaikoScoreResult
public enum TaikoHitResult
{
Good,
Great

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@ -10,32 +10,32 @@ public class TaikoJudgementInfo : JudgementInfo
/// <summary>
/// The maximum score value.
/// </summary>
public const TaikoScoreResult MAX_SCORE = TaikoScoreResult.Great;
public const TaikoHitResult MAX_HIT_RESULT = TaikoHitResult.Great;
/// <summary>
/// The score value.
/// </summary>
public TaikoScoreResult Score;
public TaikoHitResult TaikoResult;
/// <summary>
/// The score value for the combo portion of the score.
/// </summary>
public int ScoreValue => ScoreToInt(Score);
public int ScoreValue => NumericResultForScore(TaikoResult);
/// <summary>
/// The score value for the accuracy portion of the score.
/// </summary>
public int AccuracyScoreValue => AccuracyScoreToInt(Score);
public int AccuracyScoreValue => NumericResultForAccuracy(TaikoResult);
/// <summary>
/// The maximum score value for the combo portion of the score.
/// </summary>
public int MaxScoreValue => ScoreToInt(MAX_SCORE);
public int MaxScoreValue => NumericResultForScore(MAX_HIT_RESULT);
/// <summary>
/// The maximum score value for the accuracy portion of the score.
/// </summary>
public int MaxAccuracyScoreValue => AccuracyScoreToInt(MAX_SCORE);
public int MaxAccuracyScoreValue => NumericResultForAccuracy(MAX_HIT_RESULT);
/// <summary>
/// Whether this Judgement has a secondary hit in the case of finishers.
@ -43,38 +43,39 @@ public class TaikoJudgementInfo : JudgementInfo
public bool SecondHit;
/// <summary>
/// Computes the score value for the combo portion of the score.
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="AccuracyScoreToInt(TaikoScoreResult)"/>.
/// Computes the numeric score value for the combo portion of the score.
/// For the accuracy portion of the score (including accuracy percentage), see <see cref="NumericResultForAccuracy(TaikoHitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the score value for.</param>
/// <returns>The int score value.</returns>
protected virtual int ScoreToInt(TaikoScoreResult result)
/// <returns>The numeric score value.</returns>
protected virtual int NumericResultForScore(TaikoHitResult result)
{
switch (result)
{
default:
return 0;
case TaikoScoreResult.Good:
case TaikoHitResult.Good:
return 100;
case TaikoScoreResult.Great:
case TaikoHitResult.Great:
return 300;
}
}
/// <summary>
/// Computes the score value for the accurac portion of the score.
/// Computes the numeric score value for the accuracy portion of the score.
/// For the combo portion of the score, see <see cref="NumericResultForScore(TaikoHitResult)"/>.
/// </summary>
/// <param name="result">The result to compute the score value for.</param>
/// <returns>The int score value.</returns>
protected virtual int AccuracyScoreToInt(TaikoScoreResult result)
/// <returns>The numeric score value.</returns>
protected virtual int NumericResultForAccuracy(TaikoHitResult result)
{
switch (result)
{
default:
return 0;
case TaikoScoreResult.Good:
case TaikoHitResult.Good:
return 150;
case TaikoScoreResult.Great:
case TaikoHitResult.Great:
return 300;
}
}

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@ -50,7 +50,7 @@
<Compile Include="Beatmaps\TaikoBeatmapConverter.cs" />
<Compile Include="Beatmaps\TaikoBeatmapProcessor.cs" />
<Compile Include="Judgements\TaikoJudgementInfo.cs" />
<Compile Include="Judgements\TaikoScoreResult.cs" />
<Compile Include="Judgements\TaikoHitResult.cs" />
<Compile Include="TaikoDifficultyCalculator.cs" />
<Compile Include="Objects\Drawable\DrawableTaikoHit.cs" />
<Compile Include="Objects\TaikoHitObject.cs" />

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@ -207,7 +207,8 @@ private void handleTimingPoints(Beatmap beatmap, string val)
VelocityAdjustment = beatLength < 0 ? -beatLength / 100.0 : 1,
TimingChange = split.Length <= 6 || split[6][0] == '1',
KiaiMode = (effectFlags & 1) > 0,
OmitFirstBarLine = (effectFlags & 8) > 0
OmitFirstBarLine = (effectFlags & 8) > 0,
TimeSignature = (TimeSignatures)int.Parse(split[2])
};
}

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@ -11,18 +11,12 @@ public class ControlPoint
TimingChange = true,
};
public TimeSignatures TimeSignature;
public double Time;
public double BeatLength;
public double VelocityAdjustment;
public bool TimingChange;
public bool KiaiMode;
public bool OmitFirstBarLine;
}
internal enum TimeSignatures
{
SimpleQuadruple = 4,
SimpleTriple = 3
}
}

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@ -0,0 +1,11 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
namespace osu.Game.Beatmaps.Timing
{
public enum TimeSignatures
{
SimpleQuadruple = 4,
SimpleTriple = 3
}
}

View File

@ -279,6 +279,7 @@ private void screenChanged(Screen newScreen)
//central game mode change logic.
if (!currentScreen.ShowOverlays)
{
options.State = Visibility.Hidden;
Toolbar.State = Visibility.Hidden;
musicController.State = Visibility.Hidden;
chat.State = Visibility.Hidden;

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@ -5,6 +5,7 @@
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Game.Graphics.UserInterface;
using System;
namespace osu.Game.Overlays.Options.Sections.Graphics
{
@ -12,9 +13,16 @@ public class LayoutOptions : OptionsSubsection
{
protected override string Header => "Layout";
private OptionSlider<int> letterboxPositionX;
private OptionSlider<int> letterboxPositionY;
private Bindable<bool> letterboxing;
[BackgroundDependencyLoader]
private void load(FrameworkConfigManager config)
{
letterboxing = config.GetBindable<bool>(FrameworkConfig.Letterboxing);
Children = new Drawable[]
{
new OptionLabel { Text = "Resolution: TODO dropdown" },
@ -26,19 +34,36 @@ private void load(FrameworkConfigManager config)
new OsuCheckbox
{
LabelText = "Letterboxing",
Bindable = config.GetBindable<bool>(FrameworkConfig.Letterboxing),
Bindable = letterboxing,
},
new OptionSlider<int>
letterboxPositionX = new OptionSlider<int>
{
LabelText = "Horizontal position",
Bindable = (BindableInt)config.GetBindable<int>(FrameworkConfig.LetterboxPositionX)
},
new OptionSlider<int>
letterboxPositionY = new OptionSlider<int>
{
LabelText = "Vertical position",
Bindable = (BindableInt)config.GetBindable<int>(FrameworkConfig.LetterboxPositionY)
},
};
letterboxing.ValueChanged += visibilityChanged;
letterboxing.TriggerChange();
}
private void visibilityChanged(object sender, EventArgs e)
{
if (letterboxing)
{
letterboxPositionX.Show();
letterboxPositionY.Show();
}
else
{
letterboxPositionX.Hide();
letterboxPositionY.Hide();
}
}
}
}

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@ -160,7 +160,7 @@ private void load(TextureStore textures, Storage storage)
Text = "Control Panel",
TextSize = 22f,
Font = "Exo2.0-Boldd"
Font = "Exo2.0-Bold"
},
new FillFlowContainer
{

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@ -76,6 +76,7 @@
<Compile Include="Beatmaps\IBeatmapCoverter.cs" />
<Compile Include="Beatmaps\IBeatmapProcessor.cs" />
<Compile Include="Beatmaps\Legacy\LegacyBeatmap.cs" />
<Compile Include="Beatmaps\Timing\TimeSignatures.cs" />
<Compile Include="Beatmaps\Timing\TimingInfo.cs" />
<Compile Include="Database\ScoreDatabase.cs" />
<Compile Include="Graphics\Backgrounds\Triangles.cs" />