osu/osu.Game/Storyboards
Bartłomiej Dach 67ca7e4135
Implement toggling visibility of pass and fail storyboard layers
Closes https://github.com/ppy/osu/issues/6842.

This is a rather barebones implementation, just to get this in place
somehow at least. The logic is simple - 50% health or above shows pass
layer, anything below shows fail layer.

This does not match stable logic all across the board because I have
no idea how to package that. Stable defines "passing" in like fifty
ways:

- in mania it's >80% HP
  (bb57924c15/osu!/GameModes/Play/Rulesets/Mania/RulesetMania.cs#L333-L336)
- in taiko it's >80% *accuracy*
  (bb57924c15/osu!/GameModes/Play/Rulesets/Taiko/RulesetTaiko.cs#L486-L492)
- there's also the part where "geki additions" will unconditionally set
  passing state
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3561-L3564)
- and also the part where at the end of the map, the final passing state
  is determined by checking whether the user passed more sections than
  failed
  (bb57924c15/osu!/GameModes/Play/Player.cs#L3320)

The biggest issues of these are probably the first two, and they can
*probably* be fixed, but would require a new member on `Ruleset` and I'm
not sure how to make one look, so I'm not doing that at this time
pending collection of ideas on how to do that.
2024-06-14 13:59:02 +02:00
..
Commands Use throw helper methods 2024-05-02 00:31:48 +03:00
Drawables Implement toggling visibility of pass and fail storyboard layers 2024-06-14 13:59:02 +02:00
IStoryboardElement.cs
IStoryboardElementWithDuration.cs
Storyboard.cs Minor reword on documentation 2023-10-28 03:18:13 +03:00
StoryboardAnimation.cs Apply major refactor to the storyboard commands flow structrure 2024-03-08 01:10:09 +03:00
StoryboardExtensions.cs
StoryboardLayer.cs
StoryboardSample.cs
StoryboardSprite.cs Merge branch 'master' into storyboard-loops-v2 2024-05-01 23:46:38 +03:00
StoryboardVideo.cs Resolve post-merge-conflict issues 2024-05-01 23:57:58 +03:00
StoryboardVideoLayer.cs