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https://github.com/ppy/osu
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Merge branch 'master' into proper-taiko-hitsounds
This commit is contained in:
commit
f68bf2e258
@ -1 +1 @@
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Subproject commit b28d4ba82af0138d38ff8b3f4f3392d9d9068da9
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Subproject commit 10cae790c6f1d559c326f9438958d0b012d61dc6
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@ -46,6 +46,8 @@ namespace osu.Game.Screens.Play
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public bool HasFailed { get; private set; }
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public bool HasFailed { get; private set; }
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public bool AllowPause { get; set; } = true;
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public bool AllowPause { get; set; } = true;
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public bool AllowLeadIn { get; set; } = true;
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public bool AllowResults { get; set; } = true;
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public int RestartCount;
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public int RestartCount;
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@ -136,7 +138,10 @@ namespace osu.Game.Screens.Play
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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decoupledClock = new DecoupleableInterpolatingFramedClock { IsCoupled = false };
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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var firstObjectTime = RulesetContainer.Objects.First().StartTime;
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decoupledClock.Seek(Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn)));
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decoupledClock.Seek(AllowLeadIn
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? Math.Min(0, firstObjectTime - Math.Max(beatmap.ControlPointInfo.TimingPointAt(firstObjectTime).BeatLength * 4, beatmap.BeatmapInfo.AudioLeadIn))
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: firstObjectTime);
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decoupledClock.ProcessFrame();
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decoupledClock.ProcessFrame();
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offsetClock = new FramedOffsetClock(decoupledClock);
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offsetClock = new FramedOffsetClock(decoupledClock);
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@ -273,6 +278,8 @@ namespace osu.Game.Screens.Play
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ValidForResume = false;
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ValidForResume = false;
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if (!AllowResults) return;
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using (BeginDelayedSequence(1000))
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using (BeginDelayedSequence(1000))
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{
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{
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onCompletionEvent = Schedule(delegate
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onCompletionEvent = Schedule(delegate
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@ -19,6 +19,6 @@ namespace osu.Game.Tests.Beatmaps
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protected override Beatmap GetBeatmap() => beatmap;
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protected override Beatmap GetBeatmap() => beatmap;
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protected override Texture GetBackground() => null;
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protected override Texture GetBackground() => null;
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protected override Track GetTrack() => null;
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protected override Track GetTrack() => new TrackVirtual();
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}
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}
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}
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}
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@ -22,6 +22,8 @@ namespace osu.Game.Tests.Visual
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protected Player Player;
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protected Player Player;
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private TestWorkingBeatmap working;
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/// <summary>
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/// <summary>
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/// Create a TestCase which runs through the Player screen.
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/// Create a TestCase which runs through the Player screen.
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/// </summary>
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/// </summary>
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@ -75,7 +77,7 @@ namespace osu.Game.Tests.Visual
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var instance = r.CreateInstance();
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var instance = r.CreateInstance();
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WorkingBeatmap working = new TestWorkingBeatmap(beatmap);
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working = new TestWorkingBeatmap(beatmap);
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working.Mods.Value = new[] { instance.GetAllMods().First(m => m is ModNoFail) };
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working.Mods.Value = new[] { instance.GetAllMods().First(m => m is ModNoFail) };
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if (Player != null)
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if (Player != null)
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@ -88,10 +90,21 @@ namespace osu.Game.Tests.Visual
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return player;
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return player;
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}
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}
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protected override void Update()
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{
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base.Update();
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if (working != null)
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// note that this will override any mod rate application
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working.Track.Rate = Clock.Rate;
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}
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protected virtual Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset) => new Player
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protected virtual Player CreatePlayer(WorkingBeatmap beatmap, Ruleset ruleset) => new Player
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{
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{
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InitialBeatmap = beatmap,
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InitialBeatmap = beatmap,
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AllowPause = false
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AllowPause = false,
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AllowLeadIn = false,
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AllowResults = false,
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};
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};
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private const string test_beatmap_data =
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private const string test_beatmap_data =
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