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664,874 | 17.07.2020 14:08:43 | -28,800 | e7606b4a1a55c34edeb4751b3860698776103943 | Initial implementation of Hard Beat | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHardBeat.cs",
"diff": "+// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.\n+// See the LICENCE file in the repository root for full licence text.\n+\n+using System;\n+using System.Diagnostics;\n+using osu.Framework.Graphics;\n+using osu.Framework.Graphics.Shapes;\n+using osu.Framework.Graphics.Containers;\n+using osu.Framework.Input.Bindings;\n+using osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Scoring;\n+using osuTK;\n+using osuTK.Graphics;\n+using System.Linq;\n+using osu.Framework.Allocation;\n+using osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.UI;\n+using osu.Framework.Bindables;\n+\n+namespace osu.Game.Rulesets.Tau.Objects.Drawables\n+{\n+ public class DrawableTauHardBeat : DrawableHitObject<TauHitObject>, IKeyBindingHandler<TauAction>\n+ {\n+ /// <summary>\n+ /// A list of keys which can result in hits for this HitObject.\n+ /// </summary>\n+ public TauAction[] HitActions { get; set; } = new[]\n+ {\n+ TauAction.HardButton\n+ };\n+\n+ /// <summary>\n+ /// The action that caused this <see cref=\"DrawableHit\"/> to be hit.\n+ /// </summary>\n+ public TauAction? HitAction { get; private set; }\n+\n+ private bool validActionPressed;\n+\n+ protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;\n+\n+ private CircularContainer ring;\n+\n+ public DrawableTauHardBeat(TauHitObject hitObject)\n+ : base(hitObject)\n+ {\n+ Anchor = Anchor.Centre;\n+ Origin = Anchor.Centre;\n+ RelativeSizeAxes = Axes.Both;\n+ Size = Vector2.One;\n+ AddRangeInternal(new Drawable[]\n+ {\n+ ring = new CircularContainer\n+ {\n+ Size = new Vector2(0),\n+ Masking=true,\n+ BorderThickness = 5,\n+ BorderColour = Color4.White,\n+ RelativePositionAxes = Axes.Both,\n+ Origin = Anchor.Centre,\n+ Anchor = Anchor.Centre,\n+ Alpha = 0.05f,\n+ Children = new Drawable[]{\n+ new Box{\n+ RelativeSizeAxes= Axes.Both,\n+ Alpha = 0,\n+ AlwaysPresent = true\n+ },\n+ }\n+ },\n+ }\n+ );\n+ Position = Vector2.Zero;\n+ }\n+\n+ protected override void UpdateInitialTransforms()\n+ {\n+ base.UpdateInitialTransforms();\n+\n+ ring.FadeIn(HitObject.TimeFadeIn);\n+ ring.ResizeTo(1, HitObject.TimePreempt)\n+ }\n+\n+ protected override void CheckForResult(bool userTriggered, double timeOffset)\n+ {\n+ Debug.Assert(HitObject.HitWindows != null);\n+\n+\n+ if (!userTriggered)\n+ {\n+ if (!HitObject.HitWindows.CanBeHit(timeOffset))\n+ ApplyResult(r => r.Type = HitResult.Miss);\n+\n+ return;\n+ }\n+\n+ var result = HitObject.HitWindows.ResultFor(timeOffset);\n+\n+ if (result == HitResult.None)\n+ return;\n+\n+ ApplyResult(r => r.Type = result);\n+ }\n+\n+ protected override void UpdateStateTransforms(ArmedState state)\n+ {\n+ base.UpdateStateTransforms(state);\n+\n+ const double time_fade_hit = 250, time_fade_miss = 400;\n+\n+ switch (state)\n+ {\n+ case ArmedState.Idle:\n+ LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;\n+ HitAction = null;\n+\n+ break;\n+\n+ case ArmedState.Hit:\n+ var b = HitObject.Angle;\n+ var a = b *= (float)(Math.PI / 180);\n+\n+ ring.ScaleTo(2f, time_fade_hit, Easing.OutCubic)\n+ .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutCubic)\n+ .FadeOut(time_fade_hit);\n+\n+ this.FadeOut(time_fade_hit);\n+\n+ break;\n+\n+ case ArmedState.Miss:\n+ var c = HitObject.Angle;\n+ var d = c *= (float)(Math.PI / 180);\n+\n+ ring.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n+ .ResizeTo(1.1f, time_fade_hit, Easing.OutCubic)\n+ .FadeOut(time_fade_miss);\n+\n+ this.FadeOut(time_fade_miss);\n+\n+ break;\n+ }\n+ }\n+\n+ public bool OnPressed(TauAction action)\n+ {\n+ if (AllJudged)\n+ return false;\n+\n+ if (HitActions.Contains(action))\n+ return UpdateResult(true);\n+\n+ return false;\n+ }\n+\n+ public void OnReleased(TauAction action)\n+ {\n+ }\n+ }\n+}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Objects/TauHardBeat.cs",
"diff": "+using osu.Framework.Bindables;\n+using osu.Game.Beatmaps;\n+using osu.Game.Beatmaps.ControlPoints;\n+using osu.Game.Rulesets.Judgements;\n+using osu.Game.Rulesets.Objects;\n+using osu.Game.Rulesets.Objects.Types;\n+using osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Judgements;\n+using osu.Game.Rulesets.Tau.Scoring;\n+using osuTK;\n+\n+namespace osu.Game.Rulesets.Tau.Objects\n+{\n+ public class TauBigBeats : TauHitObject\n+ {\n+\n+ }\n+}\n\\ No newline at end of file\n"
}
]
| C# | MIT License | taulazer/tau | Initial implementation of Hard Beat |
664,874 | 17.07.2020 20:38:02 | -28,800 | 6f7a8de4a79d5a43f8fe4c62f5b1474f77bbc869 | Add Hard Beats to conversions | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\nusing osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Audio;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau.Beatmaps\n@@ -27,10 +28,20 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n{\nVector2 position = ((IHasPosition)original).Position;\nvar comboData = original as IHasCombo;\n+ bool isHard = (original is IHasPathWithRepeats tmp ? tmp.NodeSamples[0] : original.Samples).Any(s => s.Name == HitSampleInfo.HIT_FINISH);\nswitch (original)\n{\ndefault:\n+ if (isHard)\n+ return new TauHardBeat\n+ {\n+ Samples = original is IHasPathWithRepeats curve ? curve.NodeSamples[0] : original.Samples,\n+ StartTime = original.StartTime,\n+ NewCombo = comboData?.NewCombo ?? false,\n+ ComboOffset = comboData?.ComboOffset ?? 0,\n+ }.Yield();\n+ else\nreturn new TauHitObject\n{\nSamples = original is IHasPathWithRepeats curve ? curve.NodeSamples[0] : original.Samples,\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHardBeat.cs",
"diff": "@@ -34,31 +34,28 @@ public class DrawableTauHardBeat : DrawableHitObject<TauHitObject>, IKeyBindingH\n/// </summary>\npublic TauAction? HitAction { get; private set; }\n- private bool validActionPressed;\n-\nprotected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;\n- private CircularContainer ring;\n-\npublic DrawableTauHardBeat(TauHitObject hitObject)\n: base(hitObject)\n{\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\nRelativeSizeAxes = Axes.Both;\n- Size = Vector2.One;\n+ Size = Vector2.Zero;\n+ Alpha = 0f;\nAddRangeInternal(new Drawable[]\n{\n- ring = new CircularContainer\n+ new CircularContainer\n{\n- Size = new Vector2(0),\n+ RelativeSizeAxes = Axes.Both,\n+ Size = new Vector2(1),\nMasking=true,\nBorderThickness = 5,\nBorderColour = Color4.White,\n- RelativePositionAxes = Axes.Both,\nOrigin = Anchor.Centre,\nAnchor = Anchor.Centre,\n- Alpha = 0.05f,\n+ Alpha = 1f,\nChildren = new Drawable[]{\nnew Box{\nRelativeSizeAxes= Axes.Both,\n@@ -76,15 +73,14 @@ protected override void UpdateInitialTransforms()\n{\nbase.UpdateInitialTransforms();\n- ring.FadeIn(HitObject.TimeFadeIn);\n- ring.ResizeTo(1, HitObject.TimePreempt)\n+ this.FadeIn(HitObject.TimeFadeIn);\n+ this.ResizeTo(1, HitObject.TimePreempt);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n-\nif (!userTriggered)\n{\nif (!HitObject.HitWindows.CanBeHit(timeOffset))\n@@ -119,7 +115,7 @@ protected override void UpdateStateTransforms(ArmedState state)\nvar b = HitObject.Angle;\nvar a = b *= (float)(Math.PI / 180);\n- ring.ScaleTo(2f, time_fade_hit, Easing.OutCubic)\n+ this.ScaleTo(2f, time_fade_hit, Easing.OutCubic)\n.FadeColour(Color4.Yellow, time_fade_hit, Easing.OutCubic)\n.FadeOut(time_fade_hit);\n@@ -131,7 +127,7 @@ protected override void UpdateStateTransforms(ArmedState state)\nvar c = HitObject.Angle;\nvar d = c *= (float)(Math.PI / 180);\n- ring.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n+ this.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n.ResizeTo(1.1f, time_fade_hit, Easing.OutCubic)\n.FadeOut(time_fade_miss);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauJudgement.cs",
"diff": "using osu.Game.Configuration;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -18,7 +19,7 @@ public class DrawableTauJudgement : DrawableJudgement\nprivate SkinnableSprite lighting;\nprivate Bindable<Color4> lightingColour;\n- public DrawableTauJudgement(JudgementResult result, DrawableTauHitObject judgedObject)\n+ public DrawableTauJudgement(JudgementResult result, DrawableHitObject judgedObject)\n: base(result, judgedObject)\n{\nRelativePositionAxes = Axes.Both;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/TauHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/TauHardBeat.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects\n{\n- public class TauBigBeats : TauHitObject\n+ public class TauHardBeat : TauHitObject\n{\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"diff": "@@ -28,7 +28,17 @@ public DrawableTauRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n- public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h) => new DrawableTauHitObject(h);\n+ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n+ {\n+ switch (h)\n+ {\n+ case TauHardBeat _:\n+ return new DrawableTauHardBeat(h);\n+\n+ default:\n+ return new DrawableTauHitObject(h);\n+ }\n+ }\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -126,29 +126,32 @@ public override void Add(DrawableHitObject h)\n{\nbase.Add(h);\n+ switch (h)\n+ {\n+ case DrawableTauHitObject _:\nvar obj = (DrawableTauHitObject)h;\nobj.CheckValidation = CheckIfWeCanValidate;\n+ break;\n+ }\n- obj.OnNewResult += onNewResult;\n+ h.OnNewResult += onNewResult;\n}\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nif (!judgedObject.DisplayResult || !DisplayJudgements.Value)\nreturn;\n-\n- var tauObj = (DrawableTauHitObject)judgedObject;\n-\n- DrawableTauJudgement explosion = new DrawableTauJudgement(result, tauObj)\n+ DrawableTauJudgement explosion = new DrawableTauJudgement(result, judgedObject)\n{\nOrigin = Anchor.Centre,\nAnchor = Anchor.Centre,\n- Position = Extensions.GetCircularPosition(.6f, tauObj.HitObject.Angle),\n- Rotation = tauObj.HitObject.Angle,\n};\n- judgementLayer.Add(explosion);\n-\n+ switch (judgedObject)\n+ {\n+ case DrawableTauHitObject tauObj:\n+ explosion.Position = Extensions.GetCircularPosition(.6f, tauObj.HitObject.Angle);\n+ explosion.Rotation = tauObj.HitObject.Angle;\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\nkiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject)\n{\n@@ -157,6 +160,10 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre\n});\n+ break;\n+ }\n+ judgementLayer.Add(explosion);\n+\n}\nprivate class VisualisationContainer : BeatSyncedContainer\n"
}
]
| C# | MIT License | taulazer/tau | Add Hard Beats to conversions |
664,874 | 17.07.2020 21:14:21 | -28,800 | 2b9c7da418b001fc06760d11b7cec83b43b45bb5 | Make TauHitObject abstract | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -31,7 +31,7 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nswitch (original)\n{\ndefault:\n- return new TauHitObject\n+ return new Beat\n{\nSamples = original is IHasPathWithRepeats curve ? curve.NodeSamples[0] : original.Samples,\nStartTime = original.StartTime,\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Objects/Beat.cs",
"diff": "+namespace osu.Game.Rulesets.Tau.Objects\n+{\n+ public class Beat : TauHitObject\n+ {\n+ }\n+}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs",
"diff": "using osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Judgements;\nusing osu.Game.Rulesets.Tau.Scoring;\n-using osuTK;\n-\nnamespace osu.Game.Rulesets.Tau.Objects\n{\n- public class TauHitObject : HitObject, IHasComboInformation\n+ public abstract class TauHitObject : HitObject, IHasComboInformation\n{\npublic override Judgement CreateJudgement() => new TauJudgement();\npublic double TimePreempt = 600;\npublic double TimeFadeIn = 400;\n- public float Angle { get; set; }\n+ public float Angle { get; set; } = 0;\npublic virtual bool NewCombo { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -41,7 +41,16 @@ private void load(IBindable<WorkingBeatmap> beatmap)\nthis.beatmap.BindTo(beatmap);\n}\n- public bool CheckForValidation(DrawableTauHitObject h) => h.IntersectArea.ScreenSpaceDrawQuad.AABBFloat.IntersectsWith(defaultCursor.HitReceptor.ScreenSpaceDrawQuad.AABBFloat);\n+ public bool CheckForValidation(DrawableTauHitObject h)\n+ {\n+ switch (h)\n+ {\n+ case DrawableBeat beat:\n+ return beat.IntersectArea.ScreenSpaceDrawQuad.AABBFloat.IntersectsWith(defaultCursor.HitReceptor.ScreenSpaceDrawQuad.AABBFloat);\n+ default:\n+ return true;\n+ }\n+ }\nprivate class DefaultCursor : CompositeDrawable\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"diff": "@@ -28,7 +28,16 @@ public DrawableTauRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n- public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h) => new DrawableTauHitObject(h);\n+ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n+ {\n+ switch (h)\n+ {\n+ case Beat beat:\n+ return new DrawableBeat(beat);\n+ default:\n+ return null;\n+ }\n+ }\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Game.Graphics.Containers;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Game.Beatmaps;\n@@ -143,20 +144,26 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nOrigin = Anchor.Centre,\nAnchor = Anchor.Centre,\n- Position = Extensions.GetCircularPosition(.6f, tauObj.HitObject.Angle),\n- Rotation = tauObj.HitObject.Angle,\n};\n-\n- judgementLayer.Add(explosion);\n+ switch (judgedObject)\n+ {\n+ case DrawableBeat beat:\n+ var angle = beat.HitObject.Angle;\n+ explosion.Position = Extensions.GetCircularPosition(.6f, angle);\n+ explosion.Rotation = angle;\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\nkiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject)\n{\n- Position = Extensions.GetCircularPosition(.475f, tauObj.HitObject.Angle),\n- Rotation = tauObj.HitObject.Angle,\n+ Position = Extensions.GetCircularPosition(.475f, angle),\n+ Rotation = angle,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre\n});\n+ break;\n+\n+ }\n+ judgementLayer.Add(explosion);\n}\nprivate class VisualisationContainer : BeatSyncedContainer\n"
}
]
| C# | MIT License | taulazer/tau | Make TauHitObject abstract |
664,874 | 17.07.2020 21:35:58 | -28,800 | d2844217747b59c09fb9116c802b0364f2a8d25d | Teach autoplay how to deal with HardBeats | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "// See the LICENCE file in the repository root for full licence text.\nusing System;\n+using System.Linq;\nusing osu.Game.Beatmaps;\nusing osu.Game.Replays;\nusing osu.Game.Rulesets.Replays;\n@@ -44,22 +45,29 @@ public override Replay Generate()\nReplay.Frames.Add(new TauReplayFrame(-100000, new Vector2(offset, offset + 150)));\nReplay.Frames.Add(new TauReplayFrame(Beatmap.HitObjects[0].StartTime - reactionTime, new Vector2(offset, offset + 150)));\n+ float prevAngle = 0;\nfor (int i = 0; i < Beatmap.HitObjects.Count; i++)\n{\nTauHitObject h = Beatmap.HitObjects[i];\n+ switch (h)\n+ {\n+ case HardBeat _:\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime, (Replay.Frames.Last() as TauReplayFrame).Position, TauAction.HardButton));\n+ break;\n+ case Beat _:\n//Make the cursor stay at the last note's position if there's enough time between the notes\nif (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].StartTime > reactionTime)\n{\n- float prevAngle = Beatmap.HitObjects[i - 1].Angle;\n-\nReplay.Frames.Add(new TauReplayFrame(h.StartTime - reactionTime, Extensions.GetCircularPosition(cursorDistance, prevAngle) + new Vector2(offset)));\nbuttonIndex = (int)TauAction.LeftButton;\n}\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, Extensions.GetCircularPosition(cursorDistance, h.Angle) + new Vector2(offset), (TauAction)(buttonIndex++ % 2)));\n+ prevAngle = h.Angle;\n+ break;\n+ }\n}\n-\nreturn Replay;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Teach autoplay how to deal with HardBeats |
664,874 | 17.07.2020 21:50:52 | -28,800 | d1086d3ada03d68bf0bbe7f5b4033f428477f3a6 | Fix code factor bug | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -161,7 +161,6 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nOrigin = Anchor.Centre\n});\nbreak;\n-\n}\njudgementLayer.Add(explosion);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix code factor bug |
664,874 | 17.07.2020 22:02:35 | -28,800 | 43058c056015462d98f15ab90f32b72423bfb3e2 | Slightly adjust Relax mod | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"diff": "@@ -37,7 +37,7 @@ public void Update(Playfield playfield)\nif (tauHit.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime || tauHit.IsHit)\ncontinue;\n- if (tauHit is DrawableTauHitObject)\n+ if (tauHit is DrawableBeat)\n{\nDebug.Assert(tauHit.HitObject.HitWindows != null);\n"
}
]
| C# | MIT License | taulazer/tau | Slightly adjust Relax mod |
664,874 | 17.07.2020 22:46:28 | -28,800 | 4aa38c7574ad02b8c5acc0f700e305ad9be2ffbb | Make HitActions list virtual
Allows derived hitobjects to change this | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"diff": "@@ -18,7 +18,7 @@ public DrawableTauHitObject(TauHitObject obj)\n/// <summary>\n/// A list of keys which can result in hits for this HitObject.\n/// </summary>\n- public TauAction[] HitActions { get; set; } = new[]\n+ public virtual TauAction[] HitActions { get; set; } = new[]\n{\nTauAction.RightButton,\nTauAction.LeftButton,\n"
}
]
| C# | MIT License | taulazer/tau | Make HitActions list virtual
Allows derived hitobjects to change this |
664,874 | 17.07.2020 22:47:50 | -28,800 | 5186da82447ee8fe6b95d2e488ea360d4bf80701 | Make HardBeat derive from DrawableTauHitObject | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n- public class DrawableHardBeat : DrawableHitObject<TauHitObject>, IKeyBindingHandler<TauAction>\n+ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\n- /// <summary>\n- /// A list of keys which can result in hits for this HitObject.\n- /// </summary>\n- public TauAction[] HitActions { get; set; } = new[]\n+ public override TauAction[] HitActions { get; set; } = new[]\n{\nTauAction.HardButton\n};\n- /// <summary>\n- /// The action that caused this <see cref=\"DrawableHit\"/> to be hit.\n- /// </summary>\n- public TauAction? HitAction { get; private set; }\n-\n- protected sealed override double InitialLifetimeOffset => HitObject.TimePreempt;\n-\npublic DrawableHardBeat(TauHitObject hitObject)\n: base(hitObject)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Make HardBeat derive from DrawableTauHitObject |
664,874 | 17.07.2020 22:54:50 | -28,800 | 857a6177d115b3279e6e712989ffcfe9d5fd2813 | Teach RX how to deal with HardBeats | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"diff": "@@ -21,6 +21,7 @@ public void Update(Playfield playfield)\n{\nbool requiresHold = false;\nbool requiresHit = false;\n+ bool requiresHardHit = false;\nconst float relax_leniency = 3;\n@@ -45,12 +46,20 @@ public void Update(Playfield playfield)\nif (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit))\nrequiresHit = true;\n}\n+ else if (tauHit is DrawableHardBeat)\n+ {\n+ if (tauHit.HitObject.HitWindows.CanBeHit(relativetime))\n+ {\n+ requiresHit = true;\n+ requiresHardHit = true;\n+ }\n+ }\n}\nif (requiresHit)\n{\n- addAction(false);\n- addAction(true);\n+ addAction(false, requiresHardHit);\n+ addAction(true, requiresHardHit);\n}\naddAction(requiresHold);\n@@ -61,7 +70,7 @@ public void Update(Playfield playfield)\nprivate TauInputManager tauInputManager;\n- private void addAction(bool hitting)\n+ private void addAction(bool hitting, bool hardhit = false)\n{\nif (wasHit == hitting)\nreturn;\n@@ -74,10 +83,17 @@ private void addAction(bool hitting)\n};\nif (hitting)\n+ {\n+ if (hardhit)\n+ {\n+ state.PressedActions.Add(TauAction.HardButton);\n+ }\n+ else\n{\nstate.PressedActions.Add(wasLeft ? TauAction.LeftButton : TauAction.RightButton);\nwasLeft = !wasLeft;\n}\n+ }\nstate.Apply(tauInputManager.CurrentState, tauInputManager);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Teach RX how to deal with HardBeats |
664,874 | 18.07.2020 02:05:03 | -28,800 | ae5765363813a26a4190d3a85e8ec060b377e1a6 | Fixed autoplay not releasing notes on certain cases. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "@@ -23,6 +23,11 @@ public class TauAutoGenerator : AutoGenerator\n/// </summary>\nprivate const double reactionTime = 200;\n+ /// <summary>\n+ /// The \"release delay\" in ms between hitting an action then releasing it\n+ /// </summary>\n+ private const double releaseDelay = 20;\n+\npublic TauAutoGenerator(IBeatmap beatmap)\n: base(beatmap)\n{\n@@ -53,6 +58,7 @@ public override Replay Generate()\n{\ncase HardBeat _:\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, (Replay.Frames.Last() as TauReplayFrame).Position, TauAction.HardButton));\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, (Replay.Frames.Last() as TauReplayFrame).Position));\nbreak;\ncase Beat _:\n@@ -64,6 +70,7 @@ public override Replay Generate()\nbuttonIndex = (int)TauAction.LeftButton;\n}\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, Extensions.GetCircularPosition(cursorDistance, h.Angle) + new Vector2(offset), (TauAction)(buttonIndex++ % 2)));\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, Extensions.GetCircularPosition(cursorDistance, h.Angle) + new Vector2(offset)));\nprevAngle = h.Angle;\nbreak;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fixed autoplay not releasing notes on certain cases. |
664,859 | 18.07.2020 23:02:11 | 14,400 | 934e3b9612712c83e366e94a656fc1e4314ce221 | Adjust hardbeat to feel better | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -119,9 +119,9 @@ protected override void UpdateStateTransforms(ArmedState state)\nbreak;\ncase ArmedState.Hit:\n- Box.ScaleTo(2f, time_fade_hit, Easing.OutCubic)\n- .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutCubic)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutCubic)\n+ Box.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n+ .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\nthis.FadeOut(time_fade_hit);\n@@ -129,9 +129,9 @@ protected override void UpdateStateTransforms(ArmedState state)\nbreak;\ncase ArmedState.Miss:\n- Box.ScaleTo(0.5f, time_fade_miss, Easing.InCubic)\n+ Box.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutCubic)\n+ .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\nthis.FadeOut(time_fade_miss);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "@@ -22,6 +22,8 @@ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauActi\nTauAction.HardButton\n};\n+ private CircularContainer container;\n+\npublic DrawableHardBeat(TauHitObject hitObject)\n: base(hitObject)\n{\n@@ -32,7 +34,7 @@ public DrawableHardBeat(TauHitObject hitObject)\nAlpha = 0f;\nAddRangeInternal(new Drawable[]\n{\n- new CircularContainer\n+ container = new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\nSize = new Vector2(1),\n@@ -52,6 +54,7 @@ public DrawableHardBeat(TauHitObject hitObject)\n},\n}\n);\n+\nPosition = Vector2.Zero;\n}\n@@ -101,11 +104,11 @@ protected override void UpdateStateTransforms(ArmedState state)\nvar b = HitObject.Angle;\nvar a = b *= (float)(Math.PI / 180);\n- this.ScaleTo(2f, time_fade_hit, Easing.OutCubic)\n- .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutCubic)\n+ this.ScaleTo(1.25f, time_fade_hit, Easing.OutQuint)\n+ .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n- this.FadeOut(time_fade_hit);\n+ container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_hit, Easing.OutQuint);\nbreak;\n@@ -114,10 +117,10 @@ protected override void UpdateStateTransforms(ArmedState state)\nvar d = c *= (float)(Math.PI / 180);\nthis.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .ResizeTo(1.1f, time_fade_hit, Easing.OutCubic)\n+ .ResizeTo(1.1f, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\n- this.FadeOut(time_fade_miss);\n+ container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_miss, Easing.OutQuint);\nbreak;\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -160,6 +160,10 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nOrigin = Anchor.Centre\n});\nbreak;\n+\n+ case DrawableHardBeat hardBeat:\n+ explosion.Position = Extensions.GetCircularPosition(.6f, 0);\n+ break;\n}\njudgementLayer.Add(explosion);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Adjust hardbeat to feel better |
664,859 | 19.07.2020 00:05:54 | 14,400 | 7fc91ff90200dfe1e8b80a2e627a75589a7efec1 | Add new particle system | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -151,18 +151,28 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nvar angle = beat.HitObject.Angle;\nexplosion.Position = Extensions.GetCircularPosition(.6f, angle);\nexplosion.Rotation = angle;\n+\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\n- kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.AccentColour.Value)\n{\n- Position = Extensions.GetCircularPosition(.475f, angle),\n- Rotation = angle,\n+ Position = Extensions.GetCircularPosition(.5f, angle),\n+ Angle = angle,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre\n});\n+\nbreak;\ncase DrawableHardBeat hardBeat:\nexplosion.Position = Extensions.GetCircularPosition(.6f, 0);\n+\n+ if (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.AccentColour.Value, true)\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre\n+ });\n+\nbreak;\n}\njudgementLayer.Add(explosion);\n"
}
]
| C# | MIT License | taulazer/tau | Add new particle system |
664,874 | 19.07.2020 12:21:10 | -28,800 | e20e3e1ea927067e262c1415ef984e7b1bb9b3fc | CodeFactor nits | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/HardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/HardBeat.cs",
"diff": "@@ -2,6 +2,5 @@ namespace osu.Game.Rulesets.Tau.Objects\n{\npublic class HardBeat : TauHitObject\n{\n-\n}\n}\n\\ No newline at end of file\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -39,7 +39,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nparticles.Add(new Box\n{\nRelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f + 0.5f, (float)rng.NextDouble() * 360f),\n+ Position = Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f, (float)rng.NextDouble() * 360f),\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n@@ -56,7 +56,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nparticles.Add(new Box\n{\nRelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, (float)rng.NextDouble() / 10 * 10 + (Angle - 20)),\n+ Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, ((float)rng.NextDouble() / 10 * 10) + (Angle - 20)),\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n@@ -79,7 +79,7 @@ protected override void LoadComplete()\nif (circular)\n{\n- particle.MoveTo(Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 2f + 0.5f, particle.Position.GetDegreesFromPosition(Vector2.Zero)), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f, particle.Position.GetDegreesFromPosition(Vector2.Zero)), duration, Easing.OutQuint)\n.ScaleTo(new Vector2(rng.Next(1, 2)), duration, Easing.OutQuint)\n.FadeOut(duration, Easing.OutQuint);\n}\n@@ -93,7 +93,7 @@ float randomBetween(float smallNumber, float bigNumber)\n{\nfloat diff = bigNumber - smallNumber;\n- return (float)rng.NextDouble() * diff + smallNumber;\n+ return ((float)rng.NextDouble() * diff) + smallNumber;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | CodeFactor nits |
664,874 | 19.07.2020 12:39:18 | -28,800 | eb8034a60f18b1cd2a9d42883a3f5a9ce5f62ee8 | Remove kiai explosions after they finish | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Tau.UI\n{\npublic class KiaiHitExplosion : CompositeDrawable\n{\n+ public override bool RemoveWhenNotAlive => true;\nprivate List<Drawable> particles;\nprivate bool circular;\n"
}
]
| C# | MIT License | taulazer/tau | Remove kiai explosions after they finish |
664,859 | 19.07.2020 00:49:44 | 14,400 | b1f643de690fb8dfe517ec7ef830b30b06ca288b | Change to linear easing | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "@@ -108,7 +108,7 @@ protected override void UpdateStateTransforms(ArmedState state)\n.FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n- container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_hit, Easing.OutQuint);\n+ container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_hit);\nbreak;\n"
}
]
| C# | MIT License | taulazer/tau | Change to linear easing |
664,874 | 19.07.2020 13:11:32 | -28,800 | b707ab5ece4c6f83cd48d3ec32382c838207c838 | Add test scene for HardBeats | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeats.cs",
"diff": "+using NUnit.Framework;\n+using osu.Framework.Graphics;\n+using osu.Framework.Graphics.Containers;\n+using osu.Game.Beatmaps;\n+using osu.Game.Beatmaps.ControlPoints;\n+using osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Tests.Visual;\n+using osuTK;\n+using System.Linq;\n+\n+\n+namespace osu.Game.Rulesets.Tau.Tests.Objects\n+{\n+ [TestFixture]\n+ public class TestSceneHardBeat : OsuTestScene\n+ {\n+ private readonly Container content;\n+ protected override Container<Drawable> Content => content;\n+\n+ private int depthIndex;\n+\n+ public TestSceneHardBeat()\n+ {\n+ base.Content.Add(content = new TauInputManager(new RulesetInfo { ID = 0 })\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Size = new Vector2(768),\n+ RelativeSizeAxes = Axes.None,\n+ Scale = new Vector2(.6f)\n+ });\n+\n+ AddStep(\"Miss Single\", () => testSingle());\n+ AddStep(\"Hit Single\", () => testSingle(true));\n+ AddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => (h is DrawableTauHitObject) && (h as DrawableTauHitObject).AllJudged == false));\n+ }\n+\n+ private void testSingle(bool auto = false)\n+ {\n+ var circle = new HardBeat\n+ {\n+ StartTime = Time.Current + 1000,\n+ };\n+\n+ circle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { });\n+\n+ Add(new TestDrawableHardBeat(circle, auto)\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Depth = depthIndex++,\n+ });\n+ }\n+\n+ private class TestDrawableHardBeat : DrawableHardBeat\n+ {\n+ private readonly bool auto;\n+\n+ public TestDrawableHardBeat(HardBeat h, bool auto)\n+ : base(h)\n+ {\n+ this.auto = auto;\n+ }\n+\n+ public void TriggerJudgement() => UpdateResult(true);\n+\n+ protected override void CheckForResult(bool userTriggered, double timeOffset)\n+ {\n+ if (auto && !userTriggered && timeOffset > 0)\n+ {\n+ // force success\n+ ApplyResult(r => r.Type = HitResult.Great);\n+ }\n+ else\n+ base.CheckForResult(userTriggered, timeOffset);\n+ }\n+ }\n+ }\n+}\n"
}
]
| C# | MIT License | taulazer/tau | Add test scene for HardBeats |
664,874 | 19.07.2020 13:37:07 | -28,800 | f35d89d33fa5aba38b59d2441b00328b52ad72b2 | Fix visual/potential crash when rewinding due to visualizer
Yes, I know, it's pretty wack to copy paste original code then only changing a small portion of it. But it works. | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"diff": "+using osuTK;\n+using osuTK.Graphics;\n+using osu.Framework.Graphics;\n+using osu.Framework.Graphics.Batches;\n+using osu.Framework.Graphics.Colour;\n+using osu.Framework.Graphics.OpenGL.Vertices;\n+using osu.Framework.Graphics.Primitives;\n+using osu.Framework.Graphics.Shaders;\n+using osu.Framework.Graphics.Textures;\n+using osu.Game.Beatmaps;\n+using osu.Game.Graphics;\n+using System;\n+using System.Collections.Generic;\n+using JetBrains.Annotations;\n+using osu.Framework.Allocation;\n+using osu.Framework.Audio;\n+using osu.Framework.Audio.Track;\n+using osu.Framework.Bindables;\n+using osu.Framework.Utils;\n+\n+namespace osu.Game.Rulesets.Tau.UI.Components\n+{\n+ /// <summary>\n+ /// A LogoVisualisation modified to better work with gameplay\n+ /// </summary>\n+ public class PlayfieldVisualisation : Drawable, IHasAccentColour\n+ {\n+ private readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();\n+\n+ /// <summary>\n+ /// The number of bars to jump each update iteration.\n+ /// </summary>\n+ private const int index_change = 5;\n+\n+ /// <summary>\n+ /// The maximum length of each bar in the visualiser. Will be reduced when kiai is not activated.\n+ /// </summary>\n+ private const float bar_length = 600;\n+\n+ /// <summary>\n+ /// The number of bars in one rotation of the visualiser.\n+ /// </summary>\n+ private const int bars_per_visualiser = 200;\n+\n+ /// <summary>\n+ /// How many times we should stretch around the circumference (overlapping overselves).\n+ /// </summary>\n+ private const float visualiser_rounds = 5;\n+\n+ /// <summary>\n+ /// How much should each bar go down each millisecond (based on a full bar).\n+ /// </summary>\n+ private const float decay_per_milisecond = 0.0024f;\n+\n+ /// <summary>\n+ /// Number of milliseconds between each amplitude update.\n+ /// </summary>\n+ private const float time_between_updates = 50;\n+\n+ /// <summary>\n+ /// The minimum amplitude to show a bar.\n+ /// </summary>\n+ private const float amplitude_dead_zone = 1f / bar_length;\n+\n+ private int indexOffset;\n+\n+ public Color4 AccentColour { get; set; }\n+\n+ /// <summary>\n+ /// The relative movement of bars based on input amplification. Defaults to 1.\n+ /// </summary>\n+ public float Magnitude { get; set; } = 1;\n+\n+ private readonly float[] frequencyAmplitudes = new float[256];\n+\n+ private IShader shader;\n+ private readonly Texture texture;\n+\n+ public PlayfieldVisualisation()\n+ {\n+ texture = Texture.WhitePixel;\n+ Blending = BlendingParameters.Additive;\n+ }\n+\n+ private readonly List<IHasAmplitudes> amplitudeSources = new List<IHasAmplitudes>();\n+\n+ public void AddAmplitudeSource(IHasAmplitudes amplitudeSource)\n+ {\n+ amplitudeSources.Add(amplitudeSource);\n+ }\n+\n+ [BackgroundDependencyLoader]\n+ private void load(ShaderManager shaders, IBindable<WorkingBeatmap> beatmap)\n+ {\n+ this.beatmap.BindTo(beatmap);\n+ shader = shaders.Load(VertexShaderDescriptor.TEXTURE_2, FragmentShaderDescriptor.TEXTURE_ROUNDED);\n+ }\n+\n+ private readonly float[] temporalAmplitudes = new float[ChannelAmplitudes.AMPLITUDES_SIZE];\n+\n+ private void updateAmplitudes()\n+ {\n+ var track = beatmap.Value.TrackLoaded ? beatmap.Value.Track : null;\n+ var effect = beatmap.Value.BeatmapLoaded ? beatmap.Value.Beatmap?.ControlPointInfo.EffectPointAt(track?.CurrentTime ?? Time.Current) : null;\n+\n+ if (!effect?.KiaiMode ?? false)\n+ return;\n+\n+ ReadOnlySpan<float> temporalAmplitudes = (track?.CurrentAmplitudes ?? ChannelAmplitudes.Empty).FrequencyAmplitudes.Span;\n+\n+ for (int i = 0; i < bars_per_visualiser; i++)\n+ {\n+ float targetAmplitude = temporalAmplitudes[(i + indexOffset) % bars_per_visualiser];\n+ if (targetAmplitude > frequencyAmplitudes[i])\n+ frequencyAmplitudes[i] = targetAmplitude;\n+ }\n+\n+ indexOffset = (indexOffset + index_change) % bars_per_visualiser;\n+ }\n+\n+ private double delta = 0;\n+\n+ protected override void Update()\n+ {\n+ base.Update();\n+\n+ delta += Math.Abs(Time.Elapsed);\n+ if (delta >= time_between_updates)\n+ {\n+ updateAmplitudes();\n+ delta %= time_between_updates;\n+ }\n+\n+ float decayFactor = Math.Abs((float)Time.Elapsed) * decay_per_milisecond;\n+\n+ for (int i = 0; i < bars_per_visualiser; i++)\n+ {\n+ //3% of extra bar length to make it a little faster when bar is almost at it's minimum\n+ frequencyAmplitudes[i] -= decayFactor * (frequencyAmplitudes[i] + 0.03f);\n+ if (frequencyAmplitudes[i] < 0)\n+ frequencyAmplitudes[i] = 0;\n+ }\n+\n+ Invalidate(Invalidation.DrawNode);\n+ }\n+\n+ protected override DrawNode CreateDrawNode() => new VisualisationDrawNode(this);\n+\n+ private void addAmplitudesFromSource([NotNull] IHasAmplitudes source)\n+ {\n+ if (source == null) throw new ArgumentNullException(nameof(source));\n+\n+ var amplitudes = source.CurrentAmplitudes.FrequencyAmplitudes.Span;\n+\n+ for (int i = 0; i < amplitudes.Length; i++)\n+ {\n+ if (i < temporalAmplitudes.Length)\n+ temporalAmplitudes[i] += amplitudes[i];\n+ }\n+ }\n+\n+ private class VisualisationDrawNode : DrawNode\n+ {\n+ protected new PlayfieldVisualisation Source => (PlayfieldVisualisation)base.Source;\n+\n+ private IShader shader;\n+ private Texture texture;\n+\n+ // Assuming the logo is a circle, we don't need a second dimension.\n+ private float size;\n+\n+ private Color4 colour;\n+ private float[] audioData;\n+\n+ private readonly QuadBatch<TexturedVertex2D> vertexBatch = new QuadBatch<TexturedVertex2D>(100, 10);\n+\n+ public VisualisationDrawNode(PlayfieldVisualisation source)\n+ : base(source)\n+ {\n+ }\n+\n+ public override void ApplyState()\n+ {\n+ base.ApplyState();\n+\n+ shader = Source.shader;\n+ texture = Source.texture;\n+ size = Source.DrawSize.X;\n+ colour = Source.AccentColour;\n+ audioData = Source.frequencyAmplitudes;\n+ }\n+\n+ public override void Draw(Action<TexturedVertex2D> vertexAction)\n+ {\n+ base.Draw(vertexAction);\n+\n+ shader.Bind();\n+\n+ Vector2 inflation = DrawInfo.MatrixInverse.ExtractScale().Xy;\n+\n+ ColourInfo colourInfo = DrawColourInfo.Colour;\n+ colourInfo.ApplyChild(colour);\n+\n+ if (audioData != null)\n+ {\n+ for (int j = 0; j < visualiser_rounds; j++)\n+ {\n+ for (int i = 0; i < bars_per_visualiser; i++)\n+ {\n+ if (audioData[i] < amplitude_dead_zone)\n+ continue;\n+\n+ float rotation = MathUtils.DegreesToRadians((i / (float)bars_per_visualiser * 360) + (j * 360 / visualiser_rounds));\n+ float rotationCos = MathF.Cos(rotation);\n+ float rotationSin = MathF.Sin(rotation);\n+ // taking the cos and sin to the 0..1 range\n+ var barPosition = new Vector2((rotationCos / 2) + 0.5f, (rotationSin / 2) + 0.5f) * size;\n+\n+ var barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / bars_per_visualiser)))) / 2f, bar_length * audioData[i]);\n+ // The distance between the position and the sides of the bar.\n+ var bottomOffset = new Vector2(-rotationSin * barSize.X / 2, rotationCos * barSize.X / 2);\n+ // The distance between the bottom side of the bar and the top side.\n+ var amplitudeOffset = new Vector2(rotationCos * barSize.Y, rotationSin * barSize.Y);\n+\n+ var rectangle = new Quad(\n+ Vector2Extensions.Transform(barPosition - bottomOffset, DrawInfo.Matrix),\n+ Vector2Extensions.Transform(barPosition - bottomOffset + amplitudeOffset, DrawInfo.Matrix),\n+ Vector2Extensions.Transform(barPosition + bottomOffset, DrawInfo.Matrix),\n+ Vector2Extensions.Transform(barPosition + bottomOffset + amplitudeOffset, DrawInfo.Matrix)\n+ );\n+\n+ DrawQuad(\n+ texture,\n+ rectangle,\n+ colourInfo,\n+ null,\n+ vertexBatch.AddAction,\n+ // barSize by itself will make it smooth more in the X axis than in the Y axis, this reverts that.\n+ Vector2.Divide(inflation, barSize.Yx));\n+ }\n+ }\n+ }\n+\n+ shader.Unbind();\n+ }\n+\n+ protected override void Dispose(bool isDisposing)\n+ {\n+ base.Dispose(isDisposing);\n+\n+ vertexBatch.Dispose();\n+ }\n+ }\n+ }\n+}\n\\ No newline at end of file\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Game.Rulesets.Tau.Configuration;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.UI.Cursor;\n+using osu.Game.Rulesets.Tau.UI.Components;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Screens.Menu;\nusing osuTK;\n@@ -180,7 +181,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nprivate class VisualisationContainer : BeatSyncedContainer\n{\n- private LogoVisualisation visualisation;\n+ private PlayfieldVisualisation visualisation;\nprivate bool firstKiaiBeat = true;\nprivate int kiaiBeatIndex;\nprivate readonly Bindable<bool> ShowVisualisation = new Bindable<bool>(true);\n@@ -192,7 +193,7 @@ private void load(TauRulesetConfigManager settings)\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n- Child = visualisation = new LogoVisualisation\n+ Child = visualisation = new PlayfieldVisualisation\n{\nRelativeSizeAxes = Axes.Both,\nFillMode = FillMode.Fit,\n"
}
]
| C# | MIT License | taulazer/tau | Fix visual/potential crash when rewinding due to visualizer
Yes, I know, it's pretty wack to copy paste original code then only changing a small portion of it. But it works. |
664,859 | 19.07.2020 15:27:58 | 14,400 | ba03634b26475c20d1bac0d4a2f038db5cd31a3e | Apply codefactor issues | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModBlinds.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModBlinds.cs",
"diff": "@@ -123,7 +123,7 @@ private void load()\nprivate float calculateGap(float value) => Math.Clamp(value, 0, target_clamp) * targetBreakMultiplier;\n// lagrange polinominal for (0,0) (0.6,0.4) (1,1) should make a good curve\n- private static float applyAdjustmentCurve(float value) => 0.6f * (value * value) + 0.4f * value;\n+ private static float applyAdjustmentCurve(float value) => (0.6f * (value * value)) + (0.4f * value);\nprotected override void Update()\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"diff": "@@ -188,11 +188,11 @@ public override void Draw(Action<TexturedVertex2D> vertexAction)\nif (audioData[i] < amplitudeDeadZone)\ncontinue;\n- float rotation = MathUtils.DegreesToRadians(i / (float)barsPerVisualiser * 360 + j * 360 / visualiserRounds);\n+ float rotation = MathUtils.DegreesToRadians((i / (float)barsPerVisualiser * 360) + (j * 360 / visualiserRounds));\nfloat rotationCos = MathF.Cos(rotation);\nfloat rotationSin = MathF.Sin(rotation);\n// taking the cos and sin to the 0..1 range\n- var barPosition = new Vector2(rotationCos / 2 + 0.5f, rotationSin / 2 + 0.5f) * size;\n+ var barPosition = new Vector2((rotationCos / 2) + 0.5f, (rotationSin / 2) + 0.5f) * size;\nvar barSize = new Vector2(size * MathF.Sqrt(2 * (1 - MathF.Cos(MathUtils.DegreesToRadians(360f / barsPerVisualiser)))) / 2f, barLength * audioData[i]);\n// The distance between the position and the sides of the bar.\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -93,7 +93,7 @@ public DefaultCursor(float cs = 5f)\nconst double d = 25;\n// Thank you AlFas for this code.\n- double convertValue(double value) => c + (d - c) * (value - a) / (b - a);\n+ double convertValue(double value) => c + (((d - c) * (value - a)) / (b - a));\nAddInternal(new GameplayCursor(cs));\n@@ -172,7 +172,7 @@ public GameplayCursor(float cs)\nconst double d = 0.0605;\n// Thank you AlFas for this code.\n- double convertValue(double value) => c + (d - c) * (value - a) / (b - a);\n+ double convertValue(double value) => c + (((d - c) * (value - a)) / (b - a));\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -40,7 +40,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nparticles.Add(new Box\n{\nRelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f + 0.5f, (float)rng.NextDouble() * 360f),\n+ Position = Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 0.15f) + 0.5f, (float)rng.NextDouble() * 360f),\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n@@ -57,7 +57,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nparticles.Add(new Box\n{\nRelativePositionAxes = Axes.Both,\n- Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, (float)rng.NextDouble() / 10 * 10 + (Angle - 20)),\n+ Position = Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 0.15f, ((float)rng.NextDouble() / 10 * 10) + (Angle - 20)),\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n@@ -80,7 +80,7 @@ protected override void LoadComplete()\nif (circular)\n{\n- particle.MoveTo(Extensions.GetCircularPosition((float)(rng.NextDouble() * 0.15f) * 2f + 0.5f, particle.Position.GetDegreesFromPosition(Vector2.Zero)), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f, particle.Position.GetDegreesFromPosition(Vector2.Zero)), duration, Easing.OutQuint)\n.ScaleTo(new Vector2(rng.Next(1, 2)), duration, Easing.OutQuint)\n.FadeOut(duration, Easing.OutQuint);\n}\n@@ -94,7 +94,7 @@ float randomBetween(float smallNumber, float bigNumber)\n{\nfloat diff = bigNumber - smallNumber;\n- return (float)rng.NextDouble() * diff + smallNumber;\n+ return ((float)rng.NextDouble() * diff) + smallNumber;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Apply codefactor issues |
664,859 | 21.07.2020 15:33:37 | 14,400 | e301191c2f09842a37e37e18d148e33946804322 | Change playfieldDim bindable default | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -96,7 +96,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\n});\n}\n- protected Bindable<float> PlayfieldDimLevel = new Bindable<float>(1); // Change the default as you see fit\n+ protected Bindable<float> PlayfieldDimLevel = new Bindable<float>(0.3f); // Change the default as you see fit\n[BackgroundDependencyLoader(true)]\nprivate void load(TauRulesetConfigManager config)\n"
}
]
| C# | MIT License | taulazer/tau | Change playfieldDim bindable default |
664,859 | 21.07.2020 16:39:50 | 14,400 | 72741ac45339f5a95727889a0297fc6eb7118af1 | Implement blueprint | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauHitObjectComposer.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauHitObjectComposer.cs",
"diff": "using System.Collections.Generic;\nusing osu.Game.Rulesets.Edit;\nusing osu.Game.Rulesets.Edit.Tools;\n+using osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Screens.Edit.Compose.Components;\nnamespace osu.Game.Rulesets.Tau.Edit\n{\n@@ -14,5 +16,8 @@ public TauHitObjectComposer(Ruleset ruleset)\n}\nprotected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => Array.Empty<HitObjectCompositionTool>();\n+\n+ protected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects) =>\n+ new TauBlueprintContainer(hitObjects);\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -16,7 +16,6 @@ namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\npublic class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\n- public Container Box;\npublic Container IntersectArea;\nprivate bool validActionPressed;\n@@ -24,20 +23,11 @@ public class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\npublic DrawableBeat(Beat hitObject)\n: base(hitObject)\n{\n+ RelativePositionAxes = Axes.Both;\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n- RelativeSizeAxes = Axes.Both;\n- Size = Vector2.One;\nAddRangeInternal(new Drawable[]\n- {\n- Box = new Container\n- {\n- RelativePositionAxes = Axes.Both,\n- Origin = Anchor.Centre,\n- Anchor = Anchor.Centre,\n- Alpha = 0.05f,\n- Children = new Drawable[]\n{\nnew Box\n{\n@@ -51,12 +41,9 @@ public DrawableBeat(Beat hitObject)\nAnchor = Anchor.Centre,\nAlwaysPresent = true\n}\n- }\n- },\n});\nRotation = hitObject.Angle;\n- Position = Vector2.Zero;\n}\nprivate readonly Bindable<float> size = new Bindable<float>(16); // Change as you see fit.\n@@ -65,15 +52,15 @@ public DrawableBeat(Beat hitObject)\nprivate void load(TauRulesetConfigManager config)\n{\nconfig?.BindWith(TauRulesetSettings.BeatSize, size);\n- size.BindValueChanged(value => Box.Size = new Vector2(value.NewValue), true);\n+ size.BindValueChanged(value => Size = new Vector2(value.NewValue), true);\n}\nprotected override void UpdateInitialTransforms()\n{\nbase.UpdateInitialTransforms();\n- Box.FadeIn(HitObject.TimeFadeIn);\n- Box.MoveToY(-0.485f, HitObject.TimePreempt);\n+ this.FadeIn(HitObject.TimeFadeIn);\n+ this.MoveTo(Extensions.GetCircularPosition(0.485f, HitObject.Angle), HitObject.TimePreempt);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n@@ -119,23 +106,19 @@ protected override void UpdateStateTransforms(ArmedState state)\nbreak;\ncase ArmedState.Hit:\n- Box.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n+ this.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n.FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(Extensions.GetCircularPosition(.075f, HitObject.Angle), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n- this.FadeOut(time_fade_hit);\n-\nbreak;\ncase ArmedState.Miss:\n- Box.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n+ this.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(Extensions.GetCircularPosition(.075f, HitObject.Angle), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\n- this.FadeOut(time_fade_miss);\n-\nbreak;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Implement blueprint |
664,859 | 22.07.2020 15:18:23 | 14,400 | e6151bab5402f797132dc4d2284f535028960d4c | Change angle on movement (Attempt) | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -47,12 +47,15 @@ public DrawableBeat(Beat hitObject)\n}\nprivate readonly Bindable<float> size = new Bindable<float>(16); // Change as you see fit.\n+ private Bindable<float> angle;\n[BackgroundDependencyLoader(true)]\nprivate void load(TauRulesetConfigManager config)\n{\nconfig?.BindWith(TauRulesetSettings.BeatSize, size);\nsize.BindValueChanged(value => Size = new Vector2(value.NewValue), true);\n+\n+ angle = HitObject.AngleBindable.GetBoundCopy();\n}\nprotected override void UpdateInitialTransforms()\n@@ -60,7 +63,12 @@ protected override void UpdateInitialTransforms()\nbase.UpdateInitialTransforms();\nthis.FadeIn(HitObject.TimeFadeIn);\n- this.MoveTo(Extensions.GetCircularPosition(0.485f, HitObject.Angle), HitObject.TimePreempt);\n+\n+ angle.BindValueChanged(a =>\n+ {\n+ this.MoveTo(Extensions.GetCircularPosition(0.485f, a.NewValue), HitObject.TimePreempt);\n+ Rotation = a.NewValue;\n+ }, true);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/TauHitObject.cs",
"diff": "@@ -18,7 +18,13 @@ public abstract class TauHitObject : HitObject, IHasComboInformation, IHasPositi\npublic double TimePreempt = 600;\npublic double TimeFadeIn = 400;\n- public float Angle { get; set; }\n+ public BindableFloat AngleBindable = new BindableFloat();\n+\n+ public float Angle\n+ {\n+ get => AngleBindable.Value;\n+ set => AngleBindable.Value = value;\n+ }\npublic virtual bool NewCombo { get; set; }\n"
}
]
| C# | MIT License | taulazer/tau | Change angle on movement (Attempt) |
664,859 | 22.07.2020 16:41:11 | 14,400 | f1036adc7a8b5930c2f21a82a74becc8a5a7f703 | Correct movement code | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/TauSelectionBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/TauSelectionBlueprint.cs",
"diff": "@@ -29,11 +29,21 @@ protected override void Update()\nvar topLeft = new Vector2(float.MaxValue, float.MaxValue);\nvar bottomRight = new Vector2(float.MinValue, float.MinValue);\n+ if (DrawableObject is DrawableBeat beat)\n+ {\n+ topLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(beat.Box.ScreenSpaceDrawQuad.TopLeft));\n+\n+ Size = new Vector2(16);\n+ Position = topLeft;\n+ }\n+ else\n+ {\ntopLeft = Vector2.ComponentMin(topLeft, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.TopLeft));\nbottomRight = Vector2.ComponentMax(bottomRight, Parent.ToLocalSpace(DrawableObject.ScreenSpaceDrawQuad.BottomRight));\n- Size = DrawableObject is DrawableHardBeat ? bottomRight - topLeft : new Vector2(16);\n+ Size = bottomRight - topLeft;\nPosition = topLeft;\n}\n}\n}\n+}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Extensions.cs",
"new_path": "osu.Game.Rulesets.Tau/Extensions.cs",
"diff": "@@ -8,11 +8,13 @@ public static class Extensions\npublic static Vector2 GetCircularPosition(float distance, float angle)\n=> new Vector2(-(distance * (float)Math.Cos((angle + 90f) * (float)(Math.PI / 180))), -(distance * (float)Math.Sin((angle + 90f) * (float)(Math.PI / 180))));\n- public static float GetDegreesFromPosition(this Vector2 target, Vector2 self)\n+ public static float GetDegreesFromPosition(this Vector2 a, Vector2 b)\n{\n- Vector2 offset = self - target;\n+ Vector2 direction = b - a;\n+ float angle = MathHelper.RadiansToDegrees(MathF.Atan2(direction.Y, direction.X));\n+ if (angle < 0f) angle += 360f;\n- return (float)MathHelper.RadiansToDegrees(Math.Atan2(-offset.X, offset.Y));\n+ return angle + 90;\n}\npublic static float GetHitObjectAngle(this Vector2 target)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -16,6 +16,7 @@ namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\npublic class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\n+ public Container Box;\npublic Container IntersectArea;\nprivate bool validActionPressed;\n@@ -23,11 +24,20 @@ public class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\npublic DrawableBeat(Beat hitObject)\n: base(hitObject)\n{\n- RelativePositionAxes = Axes.Both;\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n+ RelativeSizeAxes = Axes.Both;\n+ Size = Vector2.One;\nAddRangeInternal(new Drawable[]\n+ {\n+ Box = new Container\n+ {\n+ RelativePositionAxes = Axes.Both,\n+ Origin = Anchor.Centre,\n+ Anchor = Anchor.Centre,\n+ Alpha = 0.05f,\n+ Children = new Drawable[]\n{\nnew Box\n{\n@@ -41,9 +51,11 @@ public DrawableBeat(Beat hitObject)\nAnchor = Anchor.Centre,\nAlwaysPresent = true\n}\n+ }\n+ },\n});\n- Rotation = hitObject.Angle;\n+ Position = Vector2.Zero;\n}\nprivate readonly Bindable<float> size = new Bindable<float>(16); // Change as you see fit.\n@@ -53,22 +65,22 @@ public DrawableBeat(Beat hitObject)\nprivate void load(TauRulesetConfigManager config)\n{\nconfig?.BindWith(TauRulesetSettings.BeatSize, size);\n- size.BindValueChanged(value => Size = new Vector2(value.NewValue), true);\n+ size.BindValueChanged(value => Box.Size = new Vector2(value.NewValue), true);\nangle = HitObject.AngleBindable.GetBoundCopy();\n+\n+ angle.BindValueChanged(a =>\n+ {\n+ Rotation = a.NewValue;\n+ }, true);\n}\nprotected override void UpdateInitialTransforms()\n{\nbase.UpdateInitialTransforms();\n- this.FadeIn(HitObject.TimeFadeIn);\n-\n- angle.BindValueChanged(a =>\n- {\n- this.MoveTo(Extensions.GetCircularPosition(0.485f, a.NewValue), HitObject.TimePreempt);\n- Rotation = a.NewValue;\n- }, true);\n+ Box.FadeIn(HitObject.TimeFadeIn);\n+ Box.MoveToY(-0.485f, HitObject.TimePreempt);\n}\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n@@ -114,19 +126,23 @@ protected override void UpdateStateTransforms(ArmedState state)\nbreak;\ncase ArmedState.Hit:\n- this.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n+ Box.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n.FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n- .MoveToOffset(Extensions.GetCircularPosition(.075f, HitObject.Angle), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n+ this.FadeOut(time_fade_hit);\n+\nbreak;\ncase ArmedState.Miss:\n- this.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n+ Box.ScaleTo(0.5f, time_fade_miss, Easing.InQuint)\n.FadeColour(Color4.Red, time_fade_miss, Easing.OutQuint)\n- .MoveToOffset(Extensions.GetCircularPosition(.075f, HitObject.Angle), time_fade_hit, Easing.OutQuint)\n+ .MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\n+ this.FadeOut(time_fade_miss);\n+\nbreak;\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Correct movement code |
664,859 | 22.07.2020 18:30:48 | 14,400 | 3d66d5577679d9377d5ca4b75c62f84a91134ff3 | Fix movement code and implement new selection visualization | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"diff": "@@ -59,10 +59,10 @@ public override void UpdatePosition(SnapResult result)\nbase.UpdatePosition(result);\nvar angle = result.ScreenSpacePosition.GetDegreesFromPosition(ScreenSpaceDrawQuad.Centre);\n- HitObject.Angle = angle;\n- piece.Position = Extensions.GetCircularPosition(0.485f, angle);\n- piece.Rotation = angle;\n- distance.Rotation = angle + 180;\n+ HitObject.Angle = angle + 180;\n+ piece.Position = Extensions.GetCircularPosition(0.485f, angle + 180);\n+ piece.Rotation = angle + 180;\n+ distance.Rotation = angle;\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs",
"diff": "using osu.Game.Rulesets.Edit;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Edit.Blueprints;\n+using osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Screens.Edit.Compose.Components;\nnamespace osu.Game.Rulesets.Tau.Edit\n@@ -15,7 +16,15 @@ public TauBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects)\nprotected override SelectionHandler CreateSelectionHandler() => new TauSelectionHandler();\n- public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject) =>\n- new TauSelectionBlueprint(hitObject);\n+ public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject hitObject)\n+ {\n+ switch (hitObject)\n+ {\n+ case DrawableBeat beat:\n+ return new BeatSelectionBlueprint(beat);\n+ }\n+\n+ return base.CreateBlueprintFor(hitObject);\n+ }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix movement code and implement new selection visualization |
664,859 | 22.07.2020 18:37:22 | 14,400 | 7584659b3653fcd2a1331e7ea1e957b1e3a2b730 | Add HardBeat selection | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"diff": "@@ -16,8 +16,8 @@ public class BeatSelectionBlueprint : TauSelectionBlueprint<Beat>\nprotected readonly HitPiece SelectionPiece;\nprotected readonly Box Distance;\n- public BeatSelectionBlueprint(DrawableBeat drawableCircle)\n- : base(drawableCircle)\n+ public BeatSelectionBlueprint(DrawableBeat hitObject)\n+ : base(hitObject)\n{\nInternalChildren = new Drawable[]\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauBlueprintContainer.cs",
"diff": "@@ -22,6 +22,9 @@ public override OverlaySelectionBlueprint CreateBlueprintFor(DrawableHitObject h\n{\ncase DrawableBeat beat:\nreturn new BeatSelectionBlueprint(beat);\n+\n+ case DrawableHardBeat hardBeat:\n+ return new HardBeatSelectionBlueprint(hardBeat);\n}\nreturn base.CreateBlueprintFor(hitObject);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "@@ -18,7 +18,7 @@ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauActi\nTauAction.HardButton\n};\n- private readonly CircularContainer container;\n+ public readonly CircularContainer Circle;\npublic DrawableHardBeat(TauHitObject hitObject)\n: base(hitObject)\n@@ -31,7 +31,7 @@ public DrawableHardBeat(TauHitObject hitObject)\nAddRangeInternal(new Drawable[]\n{\n- container = new CircularContainer\n+ Circle = new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\nSize = new Vector2(1),\n@@ -103,7 +103,7 @@ protected override void UpdateStateTransforms(ArmedState state)\n.FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n- container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_hit);\n+ Circle.TransformTo(nameof(Circle.BorderThickness), 0f, time_fade_hit);\nbreak;\n@@ -112,7 +112,7 @@ protected override void UpdateStateTransforms(ArmedState state)\n.ResizeTo(1.1f, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\n- container.TransformTo(nameof(container.BorderThickness), 0f, time_fade_miss, Easing.OutQuint);\n+ Circle.TransformTo(nameof(Circle.BorderThickness), 0f, time_fade_miss, Easing.OutQuint);\nbreak;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add HardBeat selection |
664,859 | 22.07.2020 19:00:19 | 14,400 | cf0df85ac269f4cdc2f99550242a69707f4cdfe4 | Add HardBeat placement | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauHitObjectComposer.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauHitObjectComposer.cs",
"diff": "@@ -17,6 +17,7 @@ public TauHitObjectComposer(Ruleset ruleset)\nprotected override IReadOnlyList<HitObjectCompositionTool> CompositionTools => new HitObjectCompositionTool[]\n{\nnew BeatCompositionTool(),\n+ new HardBeatCompositionTool(),\n};\nprotected override ComposeBlueprintContainer CreateBlueprintContainer(IEnumerable<DrawableHitObject> hitObjects) =>\n"
}
]
| C# | MIT License | taulazer/tau | Add HardBeat placement |
664,859 | 22.07.2020 19:01:54 | 14,400 | 0f1255de59a5f3a95c109d19912ad18886ecab43 | Smoother distance box | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"diff": "@@ -38,6 +38,7 @@ public BeatPlacementBlueprint()\nOrigin = Anchor.TopCentre,\nRelativePositionAxes = Axes.Both,\nWidth = 5,\n+ EdgeSmoothness = Vector2.One\n}\n};\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"diff": "@@ -31,6 +31,7 @@ public BeatSelectionBlueprint(DrawableBeat hitObject)\nOrigin = Anchor.TopCentre,\nRelativePositionAxes = Axes.Both,\nWidth = 5,\n+ EdgeSmoothness = Vector2.One\n}\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Smoother distance box |
664,874 | 23.07.2020 13:44:03 | -28,800 | e5f18facab4f1437088b41f84d3703b2e5c9b4bb | Fix misuse of GetDegreesFromPosition | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"diff": "@@ -35,7 +35,7 @@ public BeatPlacementBlueprint()\nRelativeSizeAxes = Axes.Y,\nHeight = .5f,\nAnchor = Anchor.Centre,\n- Origin = Anchor.TopCentre,\n+ Origin = Anchor.BottomCentre,\nRelativePositionAxes = Axes.Both,\nWidth = 5,\nEdgeSmoothness = Vector2.One\n@@ -59,10 +59,10 @@ public override void UpdatePosition(SnapResult result)\n{\nbase.UpdatePosition(result);\n- var angle = result.ScreenSpacePosition.GetDegreesFromPosition(ScreenSpaceDrawQuad.Centre);\n- HitObject.Angle = angle + 180;\n- piece.Position = Extensions.GetCircularPosition(0.485f, angle + 180);\n- piece.Rotation = angle + 180;\n+ var angle = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(result.ScreenSpacePosition);\n+ HitObject.Angle = angle;\n+ piece.Position = Extensions.GetCircularPosition(0.485f, angle);\n+ piece.Rotation = angle;\ndistance.Rotation = angle;\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatSelectionBlueprint.cs",
"diff": "@@ -28,7 +28,7 @@ public BeatSelectionBlueprint(DrawableBeat hitObject)\nRelativeSizeAxes = Axes.Y,\nHeight = .5f,\nAnchor = Anchor.Centre,\n- Origin = Anchor.TopCentre,\n+ Origin = Anchor.BottomCentre,\nRelativePositionAxes = Axes.Both,\nWidth = 5,\nEdgeSmoothness = Vector2.One\n@@ -40,11 +40,11 @@ protected override void Update()\n{\nbase.Update();\n- SelectionPiece.Rotation = DrawableObject.Rotation + 180;\n- SelectionPiece.Position = Extensions.GetCircularPosition(DrawableObject.Box.Y, DrawableObject.Rotation + 180);\n+ SelectionPiece.Rotation = DrawableObject.Rotation;\n+ SelectionPiece.Position = Extensions.GetCircularPosition(-DrawableObject.Box.Y, DrawableObject.Rotation);\nDistance.Rotation = DrawableObject.Rotation;\n- Distance.Height = DrawableObject.Box.Y;\n+ Distance.Height = -DrawableObject.Box.Y;\n}\npublic override Vector2 ScreenSpaceSelectionPoint => DrawableObject.Box.ScreenSpaceDrawQuad.Centre;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauSelectionHandler.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauSelectionHandler.cs",
"diff": "@@ -13,7 +13,7 @@ public override bool HandleMovement(MoveSelectionEvent moveEvent)\nif (h is HardBeat)\ncontinue;\n- h.Angle = moveEvent.ScreenSpacePosition.GetDegreesFromPosition(ScreenSpaceDrawQuad.Centre) + 180;\n+ h.Angle = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(moveEvent.ScreenSpacePosition);\nEditorBeatmap?.UpdateHitObject(h);\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -175,7 +175,7 @@ public GameplayCursor(float cs)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- var angle = e.MousePosition.GetDegreesFromPosition(AnchorPosition);\n+ var angle = AnchorPosition.GetDegreesFromPosition(e.MousePosition);\nRotation = angle;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -77,7 +77,7 @@ protected override void LoadComplete()\nif (circular)\n{\n- particle.MoveTo(Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f, particle.Position.GetDegreesFromPosition(Vector2.Zero)), duration, Easing.OutQuint)\n+ particle.MoveTo(Extensions.GetCircularPosition(((float)(rng.NextDouble() * 0.15f) * 2f) + 0.5f, Vector2.Zero.GetDegreesFromPosition(particle.Position)), duration, Easing.OutQuint)\n.ScaleTo(new Vector2(rng.Next(1, 2)), duration, Easing.OutQuint)\n.FadeOut(duration, Easing.OutQuint);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix misuse of GetDegreesFromPosition |
664,874 | 23.07.2020 13:50:30 | -28,800 | 738c7c96395d6a822d87161cb19a8ba83a3330f2 | Directly use HitObject bindable in Drawable instead of making a copy | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -59,7 +59,6 @@ public DrawableBeat(Beat hitObject)\n}\nprivate readonly Bindable<float> size = new Bindable<float>(16); // Change as you see fit.\n- private Bindable<float> angle;\n[BackgroundDependencyLoader(true)]\nprivate void load(TauRulesetConfigManager config)\n@@ -67,9 +66,7 @@ private void load(TauRulesetConfigManager config)\nconfig?.BindWith(TauRulesetSettings.BeatSize, size);\nsize.BindValueChanged(value => Box.Size = new Vector2(value.NewValue), true);\n- angle = HitObject.AngleBindable.GetBoundCopy();\n-\n- angle.BindValueChanged(a =>\n+ HitObject.AngleBindable.BindValueChanged(a =>\n{\nRotation = a.NewValue;\n}, true);\n"
}
]
| C# | MIT License | taulazer/tau | Directly use HitObject bindable in Drawable instead of making a copy |
664,874 | 24.07.2020 01:30:36 | -28,800 | b2ba9adfb3113420cf86f722f9694ef230b1042a | Fix relax mod interfering with replays | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"diff": "using osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\n+using osu.Game.Screens.Play;\nusing static osu.Game.Input.Handlers.ReplayInputHandler;\nnamespace osu.Game.Rulesets.Tau.Mods\n{\n- public class TauModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<TauHitObject>\n+ public class TauModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<TauHitObject>, IApplicableToPlayer\n{\npublic override string Description => @\"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.\";\n+ private bool hasReplay;\n+ public void ApplyToPlayer(Player player)\n+ {\n+ if (tauInputManager.ReplayInputHandler != null)\n+ {\n+ hasReplay = true;\n+ return;\n+ }\n+ tauInputManager.AllowUserPresses = false;\n+ }\n+\npublic void Update(Playfield playfield)\n{\n+ if (hasReplay)\n+ return;\n+\nbool requiresHold = false;\nbool requiresHit = false;\nbool requiresHardHit = false;\n"
}
]
| C# | MIT License | taulazer/tau | Fix relax mod interfering with replays |
664,874 | 24.07.2020 01:59:38 | -28,800 | e4fcf04e525ec97da44f04c5b3e76e21c59542c1 | Update osu and fix Autoplay | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauFramedReplayInputHandler.cs",
"diff": "@@ -33,19 +33,16 @@ protected Vector2 Position\n}\n}\n- public override List<IInput> GetPendingInputs()\n+ public override void CollectPendingInputs(List<IInput> inputs)\n{\n- return new List<IInput>\n- {\n- new MousePositionAbsoluteInput\n+ inputs.Add(new MousePositionAbsoluteInput\n{\nPosition = GamefieldToScreenSpace(Position),\n- },\n- new ReplayState<TauAction>\n+ });\n+ inputs.Add(new ReplayState<TauAction>\n{\nPressedActions = CurrentFrame?.Actions ?? new List<TauAction>(),\n- }\n- };\n+ });\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"diff": "<EmbeddedResource Include=\"Resources\\**\"/>\n</ItemGroup>\n<ItemGroup>\n- <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.714.0\" />\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.723.0\"/>\n</ItemGroup>\n<ItemGroup>\n<Folder Include=\"Resources\\Samples\\Gameplay\"/>\n"
}
]
| C# | MIT License | taulazer/tau | Update osu and fix Autoplay |
664,874 | 14.08.2020 19:12:48 | -28,800 | 88b7224a3be12432e3022902a275dfee115c8500 | Add entry for HardBeats in BeatmapStatistics | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"diff": "using osu.Framework.Graphics.Sprites;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Tau.Objects;\n+using System.Linq;\nnamespace osu.Game.Rulesets.Tau.Beatmaps\n{\n@@ -9,7 +10,8 @@ public class TauBeatmap : Beatmap<TauHitObject>\n{\npublic override IEnumerable<BeatmapStatistic> GetStatistics()\n{\n- int beats = HitObjects.Count;\n+ int beats = HitObjects.Count(b => b is Beat);\n+ int hardbeats = HitObjects.Count(b => b is HardBeat);\nreturn new[]\n{\n@@ -18,6 +20,12 @@ public override IEnumerable<BeatmapStatistic> GetStatistics()\nName = \"Beat count\",\nContent = beats.ToString(),\nIcon = FontAwesome.Solid.Square\n+ },\n+ new BeatmapStatistic\n+ {\n+ Name = \"HardBeat count\",\n+ Content = hardbeats.ToString(),\n+ Icon = FontAwesome.Regular.Circle\n}\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add entry for HardBeats in BeatmapStatistics |
664,874 | 15.08.2020 00:41:15 | -28,800 | 69f910831ecc2dea53fa30f741476f2735a16215 | Fix visualizer stretching out when unpausing while multi-threading
Single-threaded will still experience this problem.
Alten's PC will still experience this as well. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"diff": "using osu.Game.Graphics;\nusing osuTK;\nusing osuTK.Graphics;\n+using System.Diagnostics;\nnamespace osu.Game.Rulesets.Tau.UI.Components\n{\n@@ -104,21 +105,19 @@ private void updateAmplitudes()\nindexOffset = (indexOffset + indexChange) % barsPerVisualiser;\n}\n- private double delta;\n+ private double lastUpdateTime = double.MinValue;\nprotected override void Update()\n{\nbase.Update();\n- delta += Math.Abs(Time.Elapsed);\n-\n- if (delta >= timeBetweenUpdates)\n- {\n+ if (Math.Abs(lastUpdateTime - Time.Current) > 50){\nupdateAmplitudes();\n- delta %= timeBetweenUpdates;\n+ lastUpdateTime = Time.Current;\n}\n- float decayFactor = Math.Abs((float)Time.Elapsed) * decayPerMilisecond;\n+ float decayFactor = (float)Math.Abs(Time.Elapsed) * decayPerMilisecond;\n+\nfor (int i = 0; i < barsPerVisualiser; i++)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Fix visualizer stretching out when unpausing while multi-threading
Single-threaded will still experience this problem.
Alten's PC will still experience this as well. |
664,874 | 15.08.2020 15:42:03 | -28,800 | 761fed24469b971a192a5314ef7f919c7d8b88fc | Enable detailed score statistics
These show when clicking the score cards after a play. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "using osu.Game.Rulesets.Tau.Scoring;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\n+using osu.Game.Scoring;\n+using osu.Game.Screens.Ranking.Statistics;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau\n@@ -104,6 +106,21 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\nnew KeyBinding(InputKey.Space, TauAction.HardButton),\n};\n+ public override StatisticRow[] CreateStatisticsForScore(ScoreInfo score, IBeatmap playableBeatmap) => new[]\n+ {\n+ new StatisticRow\n+ {\n+ Columns = new[]\n+ {\n+ new StatisticItem(\"Timing Distribution\", new HitEventTimingDistributionGraph(score.HitEvents)\n+ {\n+ RelativeSizeAxes = Axes.X,\n+ Height = 250\n+ })\n+ }\n+ },\n+ };\n+\npublic override Drawable CreateIcon() => new Container\n{\nAutoSizeAxes = Axes.Both,\n"
}
]
| C# | MIT License | taulazer/tau | Enable detailed score statistics
These show when clicking the score cards after a play. |
664,874 | 26.08.2020 21:08:54 | -28,800 | c1ed8d908d141fd645d230459f094faf285b0369 | Fix Autoplay not properly considering multiple objects at the same time
This fixes Autoplay issues with weird maps such as Centipede. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "+using System;\nusing System.Linq;\nusing osu.Game.Beatmaps;\nusing osu.Game.Replays;\n@@ -18,11 +19,6 @@ public class TauAutoGenerator : AutoGenerator\n/// </summary>\nprivate const double reactionTime = 200;\n- /// <summary>\n- /// The \"release delay\" in ms between hitting an action then releasing it\n- /// </summary>\n- private const double releaseDelay = 20;\n-\npublic TauAutoGenerator(IBeatmap beatmap)\n: base(beatmap)\n{\n@@ -45,11 +41,15 @@ public override Replay Generate()\nReplay.Frames.Add(new TauReplayFrame(-100000, new Vector2(offset, offset + 150)));\nReplay.Frames.Add(new TauReplayFrame(Beatmap.HitObjects[0].StartTime - reactionTime, new Vector2(offset, offset + 150)));\n+\nfloat prevAngle = 0;\nfor (int i = 0; i < Beatmap.HitObjects.Count; i++)\n{\nTauHitObject h = Beatmap.HitObjects[i];\n+ double releaseDelay = KEY_UP_DELAY;\n+ if (i + 1 < Beatmap.HitObjects.Count)\n+ releaseDelay = Math.Min(KEY_UP_DELAY, Beatmap.HitObjects[i + 1].StartTime - h.StartTime);\nswitch (h)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Fix Autoplay not properly considering multiple objects at the same time
This fixes Autoplay issues with weird maps such as Centipede. |
664,874 | 27.08.2020 21:40:02 | -28,800 | 8252daa8a74e075896f276489b95bb7516aa3217 | Remove excess blank line | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "@@ -41,7 +41,6 @@ public override Replay Generate()\nReplay.Frames.Add(new TauReplayFrame(-100000, new Vector2(offset, offset + 150)));\nReplay.Frames.Add(new TauReplayFrame(Beatmap.HitObjects[0].StartTime - reactionTime, new Vector2(offset, offset + 150)));\n-\nfloat prevAngle = 0;\nfor (int i = 0; i < Beatmap.HitObjects.Count; i++)\n"
}
]
| C# | MIT License | taulazer/tau | Remove excess blank line |
664,874 | 31.08.2020 16:19:38 | -28,800 | daf7b42a28b54ca1e13ad83c65a9444397d6fb85 | Fix Cinema mod not working as expected | [
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModCinema.cs",
"diff": "+using System;\n+using System.Linq;\n+using osu.Game.Beatmaps;\n+using osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Tau.Objects;\n+using osu.Game.Rulesets.Tau.Replays;\n+using osu.Game.Scoring;\n+using osu.Game.Users;\n+\n+namespace osu.Game.Rulesets.Tau.Mods\n+{\n+ public class TauModCinema : ModCinema<TauHitObject>\n+ {\n+ public override Score CreateReplayScore(IBeatmap beatmap) => new Score\n+ {\n+ ScoreInfo = new ScoreInfo { User = new User { Username = \"tau\" } },\n+ Replay = new TauAutoGenerator(beatmap).Generate()\n+ };\n+ }\n+}\n\\ No newline at end of file\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -66,7 +66,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\ncase ModType.Automation:\nreturn new Mod[]\n{\n- new MultiMod(new TauModAutoplay(), new ModCinema()),\n+ new MultiMod(new TauModAutoplay(), new TauModCinema()),\nnew TauModRelax(),\n};\n"
}
]
| C# | MIT License | taulazer/tau | Fix Cinema mod not working as expected |
664,874 | 16.09.2020 21:45:44 | -7,200 | cd2a79115d16cda3ce77af23d0c69c8d5ec116d5 | Use CreateIcon instead of obsolete Icon var | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmap.cs",
"diff": "using osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Tau.Objects;\nusing System.Linq;\n+using osuTK;\nnamespace osu.Game.Rulesets.Tau.Beatmaps\n{\n@@ -19,13 +20,21 @@ public override IEnumerable<BeatmapStatistic> GetStatistics()\n{\nName = \"Beat count\",\nContent = beats.ToString(),\n- Icon = FontAwesome.Solid.Square\n+ CreateIcon = () => new SpriteIcon\n+ {\n+ Icon = FontAwesome.Solid.Square,\n+ Scale = new Vector2(.7f)\n+ },\n},\nnew BeatmapStatistic\n{\nName = \"HardBeat count\",\nContent = hardbeats.ToString(),\n- Icon = FontAwesome.Regular.Circle\n+ CreateIcon = () => new SpriteIcon\n+ {\n+ Icon = FontAwesome.Regular.Circle,\n+ Scale = new Vector2(.7f)\n+ },\n}\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Use CreateIcon instead of obsolete Icon var |
664,874 | 16.09.2020 22:00:50 | -7,200 | 66fbe08f09c40769e23d652c0d45619cb8014923 | Tweak score chart to include unstable rate | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -116,9 +116,19 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n{\nRelativeSizeAxes = Axes.X,\nHeight = 250\n- })\n+ }),\n}\n},\n+ new StatisticRow\n+ {\n+ Columns = new[]\n+ {\n+ new StatisticItem(string.Empty, new SimpleStatisticTable(3, new SimpleStatisticItem[]\n+ {\n+ new UnstableRate(score.HitEvents)\n+ }))\n+ }\n+ }\n};\npublic override Drawable CreateIcon() => new Container\n"
}
]
| C# | MIT License | taulazer/tau | Tweak score chart to include unstable rate |
664,859 | 18.09.2020 10:05:22 | 14,400 | 11b0e628390a5686c2b57298fab6771b7104fd75 | Fix combo-colouring | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -130,5 +130,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\npublic override IConvertibleReplayFrame CreateConvertibleReplayFrame() => new TauReplayFrame();\npublic override HitObjectComposer CreateHitObjectComposer() => new TauHitObjectComposer(this);\n+\n+ public override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix combo-colouring |
664,859 | 18.09.2020 23:49:16 | 14,400 | 39f3e5406cd7ed2a5fe534b182578ccf952ae84b | Color visualizer and hitobjects | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "using osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Input.Bindings;\n+using osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Configuration;\n@@ -108,6 +109,9 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\n}\n}\n+ [Resolved]\n+ private OsuColour colour { get; set; }\n+\nprotected override void UpdateStateTransforms(ArmedState state)\n{\nbase.UpdateStateTransforms(state);\n@@ -124,7 +128,7 @@ protected override void UpdateStateTransforms(ArmedState state)\ncase ArmedState.Hit:\nBox.ScaleTo(2f, time_fade_hit, Easing.OutQuint)\n- .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n+ .FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n.MoveToOffset(new Vector2(0, -.1f), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "using System.Diagnostics;\nusing System.Linq;\n+using osu.Framework.Allocation;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Framework.Input.Bindings;\n+using osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\nusing osuTK;\n@@ -84,6 +86,9 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nApplyResult(r => r.Type = result);\n}\n+ [Resolved]\n+ private OsuColour colour { get; set; }\n+\nprotected override void UpdateStateTransforms(ArmedState state)\n{\nbase.UpdateStateTransforms(state);\n@@ -100,7 +105,7 @@ protected override void UpdateStateTransforms(ArmedState state)\ncase ArmedState.Hit:\nthis.ScaleTo(1.25f, time_fade_hit, Easing.OutQuint)\n- .FadeColour(Color4.Yellow, time_fade_hit, Easing.OutQuint)\n+ .FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\nCircle.TransformTo(nameof(Circle.BorderThickness), 0f, time_fade_hit);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -213,7 +213,7 @@ private void load(TauRulesetConfigManager settings)\nprotected override void LoadComplete()\n{\nbase.LoadComplete();\n- visualisation.AccentColour = Color4.White;\n+ visualisation.AccentColour = ACCENT_COLOR.Opacity(0.5f);\nshowVisualisation.TriggerChange();\n}\n@@ -225,14 +225,14 @@ protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint,\nif (firstKiaiBeat)\n{\n- visualisation.FlashColour(Color4.White, timingPoint.BeatLength * 4, Easing.In);\n+ visualisation.FlashColour(ACCENT_COLOR.Opacity(0.5f), timingPoint.BeatLength * 4, Easing.In);\nfirstKiaiBeat = false;\nreturn;\n}\nif (kiaiBeatIndex >= 5)\n- visualisation.FlashColour(Color4.White.Opacity(0.15f), timingPoint.BeatLength, Easing.In);\n+ visualisation.FlashColour(ACCENT_COLOR.Opacity(0.25f), timingPoint.BeatLength, Easing.In);\n}\nelse\n{\n"
}
]
| C# | MIT License | taulazer/tau | Color visualizer and hitobjects |
664,859 | 19.09.2020 01:40:49 | 14,400 | 30f2815fcdc56ba005dd734a525a0f7f5e13d04e | Colour kiai effects | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -41,7 +41,8 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n- Size = new Vector2(rng.Next(1, 15))\n+ Size = new Vector2(rng.Next(1, 15)),\n+ Colour = colour\n});\n}\n}\n@@ -58,7 +59,8 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nRotation = (float)rng.NextDouble() * 360f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.BottomCentre,\n- Size = new Vector2(rng.Next(1, 15))\n+ Size = new Vector2(rng.Next(1, 15)),\n+ Colour = colour\n});\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Framework.Graphics.Shapes;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\n+using osu.Game.Graphics;\nusing osu.Game.Graphics.Containers;\nusing osu.Game.Rulesets.Judgements;\nusing osu.Game.Rulesets.Objects.Drawables;\n@@ -136,6 +137,9 @@ public override void Add(DrawableHitObject h)\nh.OnNewResult += onNewResult;\n}\n+ [Resolved]\n+ private OsuColour colour { get; set; }\n+\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nif (!judgedObject.DisplayResult || !DisplayJudgements.Value)\n@@ -155,7 +159,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nexplosion.Rotation = angle;\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\n- kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.AccentColour.Value)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(colour.ForHitResult(judgedObject.Result.Type))\n{\nPosition = Extensions.GetCircularPosition(.5f, angle),\nAngle = angle,\n@@ -169,10 +173,10 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nexplosion.Position = Extensions.GetCircularPosition(.6f, 0);\nif (judgedObject.HitObject.Kiai && result.Type != HitResult.Miss)\n- kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.AccentColour.Value, true)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(colour.ForHitResult(judgedObject.Result.Type), true)\n{\nAnchor = Anchor.Centre,\n- Origin = Anchor.Centre\n+ Origin = Anchor.Centre,\n});\nbreak;\n"
}
]
| C# | MIT License | taulazer/tau | Colour kiai effects |
664,874 | 19.09.2020 21:15:42 | -7,200 | ee170fefd7d83730abbf82bfddecb08189fda92f | Add prereq extensions
Will help out along the way | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Extensions.cs",
"new_path": "osu.Game.Rulesets.Tau/Extensions.cs",
"diff": "@@ -17,11 +17,40 @@ public static float GetDegreesFromPosition(this Vector2 a, Vector2 b)\nreturn angle + 90;\n}\n+ public static float GetDeltaAngle(float a, float b)\n+ {\n+ float x = b;\n+ float y = a;\n+\n+ if (a > b)\n+ {\n+ x = a;\n+ y = b;\n+ }\n+\n+ if (x - y < 180)\n+ x -= y;\n+ else\n+ x = 360 - x + y;\n+\n+ return x;\n+ }\n+\npublic static float GetHitObjectAngle(this Vector2 target)\n{\nVector2 offset = new Vector2(256, 192) - target; // Using centre of playfield.\n- return (float)MathHelper.RadiansToDegrees(Math.Atan2(offset.X, -offset.Y)) - 180;\n+ var tmp = (float)MathHelper.RadiansToDegrees(Math.Atan2(offset.X, -offset.Y)) - 180;\n+\n+ return tmp.NormalizeAngle();\n+ }\n+\n+ public static float NormalizeAngle(this float degrees)\n+ {\n+ if (degrees < 0) degrees += 360;\n+ if (degrees >= 360) degrees %= 360;\n+\n+ return degrees;\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add prereq extensions
Will help out along the way |
664,874 | 19.09.2020 21:16:25 | -7,200 | 5ed9302e16dcf2477a73824d3efdd57a5c3be129 | Begin reimplementation of paddle and cursor
Didn't care about code tidiness yet, just wanted to get things working | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "using osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osuTK;\nusing osuTK.Graphics;\n+using System;\nnamespace osu.Game.Rulesets.Tau.UI.Cursor\n{\n@@ -17,24 +18,30 @@ public class TauCursor : CompositeDrawable\n{\nprivate readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();\nprivate readonly BeatmapDifficulty difficulty;\n+ public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+\n+\n+ private readonly float angleRange;\n- private DefaultCursor defaultCursor;\n+ private readonly Paddle paddle;\npublic TauCursor(BeatmapDifficulty difficulty)\n{\nthis.difficulty = difficulty;\n+ angleRange = 90 - ((difficulty.CircleSize - 2) * 11.25f);\n+\nOrigin = Anchor.Centre;\nAnchor = Anchor.Centre;\nRelativeSizeAxes = Axes.Both;\n+ AddInternal(paddle = new Paddle(angleRange));\n+ AddInternal(new AbsoluteCursor());\n}\n[BackgroundDependencyLoader]\nprivate void load(IBindable<WorkingBeatmap> beatmap)\n{\n- InternalChild = defaultCursor = new DefaultCursor(difficulty.CircleSize);\n-\nthis.beatmap.BindTo(beatmap);\n}\n@@ -43,71 +50,77 @@ public bool CheckForValidation(DrawableTauHitObject h)\nswitch (h)\n{\ncase DrawableBeat beat:\n- return beat.IntersectArea.ScreenSpaceDrawQuad.AABBFloat.IntersectsWith(defaultCursor.HitReceptor.ScreenSpaceDrawQuad.AABBFloat);\n+ var angleDiff = Extensions.GetDeltaAngle(paddle.Rotation, beat.HitObject.Angle);\n+ return (Math.Abs(angleDiff) <= angleRange / 2);\ndefault:\nreturn true;\n}\n}\n- private class DefaultCursor : CompositeDrawable\n+ protected override bool OnMouseMove(MouseMoveEvent e)\n{\n- public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+ paddle.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n- public readonly Box HitReceptor;\n+ return base.OnMouseMove(e);\n+ }\n- public DefaultCursor(float cs = 5f)\n+ public class Paddle : CompositeDrawable\n{\n- Origin = Anchor.Centre;\n- Anchor = Anchor.Centre;\n+ public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+ private readonly Box topLine;\n+ private readonly Box bottomLine;\n+ private readonly CircularContainer circle;\n+ public Paddle(float angleRange)\n+ {\nRelativeSizeAxes = Axes.Both;\n+ Anchor = Anchor.Centre;\n+ Origin = Anchor.Centre;\n+ FillMode = FillMode.Fit;\n+ FillAspectRatio = 1; // 1:1 Aspect Ratio.\n- AddInternal(new Container\n+ InternalChildren = new Drawable[]\n+ {\n+ new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\n+ Masking = true,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- FillMode = FillMode.Fit,\n- FillAspectRatio = 1, // 1:1 Aspect Ratio.\nChildren = new Drawable[]\n{\n- HitReceptor = new Box\n- {\n- Height = 50,\n- Width = (float)convertValue(cs) * 1.6f,\n- Anchor = Anchor.TopCentre,\n- Origin = Anchor.TopCentre,\n- Alpha = 0,\n- AlwaysPresent = true\n- }\n- }\n- });\n-\n- const double a = 1;\n- const double b = 10;\n- const double c = 230;\n- const double d = 25;\n-\n- // Thank you AlFas for this code.\n- double convertValue(double value) => c + (((d - c) * (value - a)) / (b - a));\n-\n- AddInternal(new GameplayCursor(cs));\n-\n- AddInternal(new AbsoluteCursor\n+ new CircularProgress\n{\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- });\n- }\n-\n- private class AbsoluteCursor : CursorContainer\n- {\n- protected override Drawable CreateCursor() => new CircularContainer\n+ Current = new BindableDouble((double)(angleRange/360)),\n+ InnerRadius = 0.05f,\n+ Rotation = -angleRange/2\n+ },\n+ bottomLine = new Box{\n+ EdgeSmoothness = new Vector2(1f),\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.BottomCentre,\n+ RelativeSizeAxes = Axes.Y,\n+ Size = new Vector2(1.25f, 0.235f)\n+ },\n+ topLine = new Box{\n+ EdgeSmoothness = new Vector2(1f),\n+ Anchor = Anchor.TopCentre,\n+ Origin = Anchor.TopCentre,\n+ RelativeSizeAxes = Axes.Y,\n+ Size = new Vector2(1.25f, 0.235f)\n+ },\n+ circle = new CircularContainer\n{\n- Size = new Vector2(15),\n+ RelativePositionAxes = Axes.Both,\n+ RelativeSizeAxes = Axes.Both,\n+ Y = -.25f,\n+ Size = new Vector2(.03f),\nOrigin = Anchor.Centre,\n+ Anchor = Anchor.Centre,\nMasking = true,\nBorderColour = Color4.White,\nBorderThickness = 4,\n@@ -117,28 +130,29 @@ private class AbsoluteCursor : CursorContainer\nAlwaysPresent = true,\nAlpha = 0,\n}\n+ }\n+ }\n+ }\n};\n}\n- private class GameplayCursor : CompositeDrawable\n- {\n- public GameplayCursor(float cs)\n+ protected override bool OnMouseMove(MouseMoveEvent e)\n{\n- RelativeSizeAxes = Axes.Both;\n+ circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .05f, .45f);\n+ bottomLine.Height = -circle.Y - .015f;\n+ topLine.Height = .5f + circle.Y - .015f;\n+ return base.OnMouseMove(e);\n+ }\n+ }\n- Anchor = Anchor.Centre;\n- Origin = Anchor.Centre;\n+ public class AbsoluteCursor : CursorContainer\n+ {\n- FillMode = FillMode.Fit;\n- FillAspectRatio = 1; // 1:1 Aspect Ratio.\n+ public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n- InternalChildren = new Drawable[]\n- {\n- new CircularContainer\n+ protected override Drawable CreateCursor() => new CircularContainer\n{\n- RelativeSizeAxes = Axes.Both,\n- Masking = true,\n- Anchor = Anchor.Centre,\n+ Size = new Vector2(60),\nOrigin = Anchor.Centre,\nChildren = new Drawable[]\n{\n@@ -147,40 +161,21 @@ public GameplayCursor(float cs)\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Current = new BindableDouble(convertValue(cs)),\n- InnerRadius = 0.05f,\n- Rotation = -360 * ((float)convertValue(cs) / 2)\n+ Current = new BindableDouble(.33f),\n+ InnerRadius = 0.1f,\n+ Rotation = -150\n},\n- new Box\n+ new CircularProgress\n{\n- EdgeSmoothness = new Vector2(1f),\n- Anchor = Anchor.TopCentre,\n- Origin = Anchor.TopCentre,\n- RelativeSizeAxes = Axes.Y,\n- Size = new Vector2(2.5f / 2, 0.5f),\n- }\n- }\n+ RelativeSizeAxes = Axes.Both,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Current = new BindableDouble(.33f),\n+ InnerRadius = 0.1f,\n+ Rotation = 30\n+ },\n}\n};\n-\n- const double a = 2;\n- const double b = 7;\n- const double c = 0.15;\n- const double d = 0.0605;\n-\n- // Thank you AlFas for this code.\n- double convertValue(double value) => c + (((d - c) * (value - a)) / (b - a));\n- }\n- }\n-\n- protected override bool OnMouseMove(MouseMoveEvent e)\n- {\n- var angle = AnchorPosition.GetDegreesFromPosition(e.MousePosition);\n-\n- Rotation = angle;\n-\n- return base.OnMouseMove(e);\n- }\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Begin reimplementation of paddle and cursor
Didn't care about code tidiness yet, just wanted to get things working |
664,874 | 19.09.2020 22:59:58 | -7,200 | 0b962929c272bdc6706f8c195f23f3845f248011 | Rotate absolute cursor based on angle to screen centre | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -24,6 +24,7 @@ public class TauCursor : CompositeDrawable\nprivate readonly float angleRange;\nprivate readonly Paddle paddle;\n+ private readonly AbsoluteCursor cursor;\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n@@ -36,7 +37,7 @@ public TauCursor(BeatmapDifficulty difficulty)\nRelativeSizeAxes = Axes.Both;\nAddInternal(paddle = new Paddle(angleRange));\n- AddInternal(new AbsoluteCursor());\n+ AddInternal(cursor = new AbsoluteCursor());\n}\n[BackgroundDependencyLoader]\n@@ -61,6 +62,7 @@ public bool CheckForValidation(DrawableTauHitObject h)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\npaddle.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n+ cursor.ActiveCursor.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\nreturn base.OnMouseMove(e);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Rotate absolute cursor based on angle to screen centre |
664,874 | 19.09.2020 23:23:17 | -7,200 | ba4db8de14235b3b5fcedae14d1fda18d9c871ad | Update angleRange to use lazer cs ranges | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -30,7 +30,7 @@ public TauCursor(BeatmapDifficulty difficulty)\n{\nthis.difficulty = difficulty;\n- angleRange = 90 - ((difficulty.CircleSize - 2) * 11.25f);\n+ angleRange = 90 - ((difficulty.CircleSize - 1) * 7.5f);\nOrigin = Anchor.Centre;\nAnchor = Anchor.Centre;\n"
}
]
| C# | MIT License | taulazer/tau | Update angleRange to use lazer cs ranges |
664,874 | 19.09.2020 23:42:29 | -7,200 | 663c1190f3838ce7ede53b9174e041bef010731c | Fix wrong calculations in clamping | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -30,7 +30,7 @@ public TauCursor(BeatmapDifficulty difficulty)\n{\nthis.difficulty = difficulty;\n- angleRange = 90 - ((difficulty.CircleSize - 1) * 7.5f);\n+ angleRange = 90 - ((difficulty.CircleSize - 1) * 9f);\nOrigin = Anchor.Centre;\nAnchor = Anchor.Centre;\n@@ -140,7 +140,7 @@ public Paddle(float angleRange)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .05f, .45f);\n+ circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .015f, .485f);\nbottomLine.Height = -circle.Y - .015f;\ntopLine.Height = .5f + circle.Y - .015f;\nreturn base.OnMouseMove(e);\n"
}
]
| C# | MIT License | taulazer/tau | Fix wrong calculations in clamping |
664,859 | 19.09.2020 18:46:26 | 14,400 | 3321203f684c7cf64d985f107926dae0c268f398 | Utilise DifficultyRange() function for calculating angleRange | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -30,7 +30,7 @@ public TauCursor(BeatmapDifficulty difficulty)\n{\nthis.difficulty = difficulty;\n- angleRange = 90 - ((difficulty.CircleSize - 1) * 9f);\n+ angleRange = (float)BeatmapDifficulty.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\nOrigin = Anchor.Centre;\nAnchor = Anchor.Centre;\n@@ -154,7 +154,7 @@ public class AbsoluteCursor : CursorContainer\nprotected override Drawable CreateCursor() => new CircularContainer\n{\n- Size = new Vector2(60),\n+ Size = new Vector2(40),\nOrigin = Anchor.Centre,\nChildren = new Drawable[]\n{\n"
}
]
| C# | MIT License | taulazer/tau | Utilise DifficultyRange() function for calculating angleRange |
664,874 | 20.09.2020 09:54:03 | -7,200 | 9796d70f9f2f4cb734ad609b834454a2ca919339 | Prevent stick ring from intersecting with paddle
To improve the visual aspect | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -140,7 +140,7 @@ public Paddle(float angleRange)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .015f, .485f);\n+ circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .015f, .45f);\nbottomLine.Height = -circle.Y - .015f;\ntopLine.Height = .5f + circle.Y - .015f;\nreturn base.OnMouseMove(e);\n"
}
]
| C# | MIT License | taulazer/tau | Prevent stick ring from intersecting with paddle
To improve the visual aspect |
664,863 | 10.10.2020 08:22:53 | -28,800 | 17b82aa2f9a858a46ab282d34de49e6f65cb5328 | Bump ppy.osu.Game to 2020.1009.0
Also fixes the obsoleted code errors introduced by this update. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Judgements/TauJudgement.cs",
"new_path": "osu.Game.Rulesets.Tau/Judgements/TauJudgement.cs",
"diff": "@@ -7,7 +7,7 @@ public class TauJudgement : Judgement\n{\npublic override HitResult MaxResult => HitResult.Great;\n- protected override int NumericResultFor(HitResult result)\n+ protected new int ToNumericResult(HitResult result)\n{\nswitch (result)\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"diff": "@@ -22,7 +22,7 @@ protected DrawableTauHitObject(TauHitObject obj)\n};\n/// <summary>\n- /// The action that caused this <see cref=\"DrawableHit\"/> to be hit.\n+ /// The action that caused HitObjects to be hit.\n/// </summary>\nprotected TauAction? HitAction { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Scoring/TauScoreProcessor.cs",
"new_path": "osu.Game.Rulesets.Tau/Scoring/TauScoreProcessor.cs",
"diff": "@@ -4,6 +4,7 @@ namespace osu.Game.Rulesets.Tau.Scoring\n{\npublic class TauScoreProcessor : ScoreProcessor\n{\n- public override HitWindows CreateHitWindows() => new TauHitWindows();\n+ // Method now obsoleted as of build 2020.1009.0\n+ // public override HitWindows CreateHitWindows() => new TauHitWindows();\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs",
"new_path": "osu.Game.Rulesets.Tau/TauDifficultyCalculator.cs",
"diff": "@@ -20,7 +20,7 @@ public class TauDifficultyCalculator : DifficultyCalculator\nStarRating = beatmap.BeatmapInfo.StarDifficulty,\nMods = mods,\nSkills = skills,\n- MaxCombo = beatmap.HitObjects.Count(),\n+ MaxCombo = beatmap.HitObjects.Count,\n};\nprotected override IEnumerable<DifficultyHitObject> CreateDifficultyHitObjects(IBeatmap beatmap, double clockRate) => Array.Empty<DifficultyHitObject>();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"diff": "@@ -27,19 +27,19 @@ private void load()\nnew SettingsCheckbox\n{\nLabelText = \"Show Visualizer\",\n- Bindable = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n+ Current = config.GetBindable<bool>(TauRulesetSettings.ShowVisualizer)\n},\nnew SettingsSlider<float>\n{\nLabelText = \"Playfield dim\",\n- Bindable = config.GetBindable<float>(TauRulesetSettings.PlayfieldDim),\n+ Current = config.GetBindable<float>(TauRulesetSettings.PlayfieldDim),\nKeyboardStep = 0.01f,\nDisplayAsPercentage = true\n},\nnew SettingsSlider<float>\n{\nLabelText = \"Beat Size\",\n- Bindable = config.GetBindable<float>(TauRulesetSettings.BeatSize),\n+ Current = config.GetBindable<float>(TauRulesetSettings.BeatSize),\nKeyboardStep = 1f\n}\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"diff": "<PropertyGroup>\n<AssemblyName>osu.Game.Rulesets.Tau</AssemblyName>\n</PropertyGroup>\n- <ItemGroup>\n- <EmbeddedResource Include=\"Resources\\**\"/>\n- </ItemGroup>\n- <ItemGroup>\n- <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.923.0\"/>\n- </ItemGroup>\n<ItemGroup>\n<Folder Include=\"Resources\\Samples\\Gameplay\" />\n<Folder Include=\"Resources\\Textures\" />\n</ItemGroup>\n+ <ItemGroup>\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.1009.0\" />\n+ </ItemGroup>\n</Project>\n"
}
]
| C# | MIT License | taulazer/tau | Bump ppy.osu.Game to 2020.1009.0
Also fixes the obsoleted code errors introduced by this update. |
664,863 | 10.10.2020 15:17:19 | -28,800 | 9991b1fd39020ba94b62dbe6db2a60883d2dea40 | Fix editor selection handler code
As well as included code changes requested in PR. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/TauSelectionHandler.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/TauSelectionHandler.cs",
"diff": "@@ -8,14 +8,14 @@ public class TauSelectionHandler : SelectionHandler\n{\npublic override bool HandleMovement(MoveSelectionEvent moveEvent)\n{\n- foreach (var h in SelectedHitObjects.OfType<TauHitObject>())\n+ foreach (var h in EditorBeatmap.SelectedHitObjects.OfType<TauHitObject>())\n{\nif (h is HardBeat)\ncontinue;\nh.Angle = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(moveEvent.ScreenSpacePosition);\n- EditorBeatmap?.UpdateHitObject(h);\n+ EditorBeatmap?.Update(h);\n}\nreturn true;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"diff": "@@ -22,7 +22,7 @@ protected DrawableTauHitObject(TauHitObject obj)\n};\n/// <summary>\n- /// The action that caused HitObjects to be hit.\n+ /// The action that caused this <see cref=\"DrawableHit\"/> to be hit.\n/// </summary>\nprotected TauAction? HitAction { get; set; }\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Scoring/TauScoreProcessor.cs",
"new_path": "osu.Game.Rulesets.Tau/Scoring/TauScoreProcessor.cs",
"diff": "@@ -4,7 +4,5 @@ namespace osu.Game.Rulesets.Tau.Scoring\n{\npublic class TauScoreProcessor : ScoreProcessor\n{\n- // Method now obsoleted as of build 2020.1009.0\n- // public override HitWindows CreateHitWindows() => new TauHitWindows();\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"diff": "<AssemblyName>osu.Game.Rulesets.Tau</AssemblyName>\n</PropertyGroup>\n<ItemGroup>\n- <Folder Include=\"Resources\\Samples\\Gameplay\" />\n- <Folder Include=\"Resources\\Textures\" />\n+ <EmbeddedResource Include=\"Resources\\**\"/>\n</ItemGroup>\n<ItemGroup>\n<PackageReference Include=\"ppy.osu.Game\" Version=\"2020.1009.0\"/>\n</ItemGroup>\n+ <ItemGroup>\n+ <Folder Include=\"Resources\\Samples\\Gameplay\"/>\n+ <Folder Include=\"Resources\\Textures\"/>\n+ </ItemGroup>\n</Project>\n\\ No newline at end of file\n"
}
]
| C# | MIT License | taulazer/tau | Fix editor selection handler code
As well as included code changes requested in PR. |
664,874 | 10.10.2020 20:07:34 | -7,200 | 4b724d69c5a807af3850cd3b91ad209df15db494 | CodeFactor cleanup | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -17,10 +17,8 @@ namespace osu.Game.Rulesets.Tau.UI.Cursor\npublic class TauCursor : CompositeDrawable\n{\nprivate readonly IBindable<WorkingBeatmap> beatmap = new Bindable<WorkingBeatmap>();\n- private readonly BeatmapDifficulty difficulty;\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n-\nprivate readonly float angleRange;\nprivate readonly Paddle paddle;\n@@ -28,8 +26,6 @@ public class TauCursor : CompositeDrawable\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n- this.difficulty = difficulty;\n-\nangleRange = (float)BeatmapDifficulty.DifficultyRange(difficulty.CircleSize, 75, 25, 10);\nOrigin = Anchor.Centre;\n@@ -52,7 +48,7 @@ public bool CheckForValidation(DrawableTauHitObject h)\n{\ncase DrawableBeat beat:\nvar angleDiff = Extensions.GetDeltaAngle(paddle.Rotation, beat.HitObject.Angle);\n- return (Math.Abs(angleDiff) <= angleRange / 2);\n+ return Math.Abs(angleDiff) <= angleRange / 2;\ndefault:\nreturn true;\n@@ -97,7 +93,7 @@ public Paddle(float angleRange)\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Current = new BindableDouble((double)(angleRange/360)),\n+ Current = new BindableDouble(angleRange/360),\nInnerRadius = 0.05f,\nRotation = -angleRange/2\n},\n@@ -140,7 +136,7 @@ public Paddle(float angleRange)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / (DrawHeight), .015f, .45f);\n+ circle.Y = -Math.Clamp(Vector2.Distance(AnchorPosition, e.MousePosition) / DrawHeight, .015f, .45f);\nbottomLine.Height = -circle.Y - .015f;\ntopLine.Height = .5f + circle.Y - .015f;\nreturn base.OnMouseMove(e);\n@@ -149,7 +145,6 @@ protected override bool OnMouseMove(MouseMoveEvent e)\npublic class AbsoluteCursor : CursorContainer\n{\n-\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\nprotected override Drawable CreateCursor() => new CircularContainer\n"
}
]
| C# | MIT License | taulazer/tau | CodeFactor cleanup |
664,874 | 10.10.2020 20:11:49 | -7,200 | 0d3c49984fa256e55ed9d70f771fd093572d7e79 | Animate AbsoluteCursor | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -173,6 +173,12 @@ public class AbsoluteCursor : CursorContainer\n},\n}\n};\n+\n+ protected override void LoadComplete()\n+ {\n+ base.LoadComplete();\n+ ActiveCursor.Spin(3000, RotationDirection.Clockwise).Loop();\n+ }\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Animate AbsoluteCursor |
664,874 | 10.10.2020 21:41:00 | -7,200 | be385196124605d2f028536f3fe84aa7c67c3d47 | We can't convert maps that isn't std yet | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Tau.Beatmaps\n{\npublic class TauBeatmapConverter : BeatmapConverter<TauHitObject>\n{\n- public override bool CanConvert() => true;\n+ public override bool CanConvert() => Beatmap.HitObjects.All(h => h is IHasPosition);\npublic TauBeatmapConverter(IBeatmap beatmap, Ruleset ruleset)\n: base(beatmap, ruleset)\n"
}
]
| C# | MIT License | taulazer/tau | We can't convert maps that isn't std yet |
664,874 | 10.10.2020 21:46:48 | -7,200 | c57c15546cf272bd01e86984c1c859720972c31c | Don't show all judgements on results card | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "@@ -159,5 +159,15 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\npublic override HitObjectComposer CreateHitObjectComposer() => new TauHitObjectComposer(this);\npublic override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\n+\n+ protected override IEnumerable<HitResult> GetValidHitResults()\n+ {\n+ return new[]\n+ {\n+ HitResult.Great,\n+ HitResult.Good,\n+ HitResult.Miss,\n+ };\n+ }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Don't show all judgements on results card |
664,874 | 11.10.2020 11:04:47 | -7,200 | e6cfcba0b5d51a35be562aad4c88a0117038ab8e | Switch from using HitResult.Good to HitResult.Ok
This was causing problems when using classic skin, since std has recently changed from using "good" to using "ok" | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindows.cs",
"new_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindows.cs",
"diff": "@@ -9,7 +9,7 @@ public override bool IsHitResultAllowed(HitResult result)\nswitch (result)\n{\ncase HitResult.Great:\n- case HitResult.Good:\n+ case HitResult.Ok:\ncase HitResult.Miss:\nreturn true;\n}\n@@ -20,7 +20,7 @@ public override bool IsHitResultAllowed(HitResult result)\nprotected override DifficultyRange[] GetRanges() => new[]\n{\nnew DifficultyRange(HitResult.Great, 140, 100, 60),\n- new DifficultyRange(HitResult.Good, 200, 150, 100),\n+ new DifficultyRange(HitResult.Ok, 200, 150, 100),\nnew DifficultyRange(HitResult.Miss, 400, 400, 400),\n};\n}\n"
}
]
| C# | MIT License | taulazer/tau | Switch from using HitResult.Good to HitResult.Ok
This was causing problems when using classic skin, since std has recently changed from using "good" to using "ok" |
664,872 | 17.10.2020 23:27:09 | 14,400 | 1005fe75df2637229b43d7946390692fd3818c8e | Add basic build instructions | [
{
"change_type": "MODIFY",
"old_path": "README.md",
"new_path": "README.md",
"diff": "@@ -71,8 +71,14 @@ git clone https://github.com/Altenhh/tau.git\ncd tau\n```\n-### Building the Gamemode\n-[SECTION WIP]\n+### Building the Gamemode From Source\n+To build Tao, you will need to have [.NET Core](https://dotnet.microsoft.com/download) installed on your computer.\n+\n+First, open a terminal and navigate to wherever you have the Tao source code downloaded. Once you are in the root of the repository, enter the directory named `osu.Game.Rulesets.Tau`.\n+\n+Next, run the command `dotnet build` and wait for the project to be built. This shouldn't take very long.\n+\n+Once the project has finished building, dotnet should tell you where the binary was built to (usually somewhere along the lines of ./tau/osu.Game.Rulesets.Tau/bin/Debug/netstandardx.x/). Find the .dll binary in the given location and follow the installation instructions above.\n## Contributions\nAll contributions are appreciated, as to improve the mode on its playability and functionality. As this gamemode isn't perfect, we would enjoy all additions to the code through bugfixing and ideas. Contributions should be done over an issue or a pull request, to give maintainers a chance to review changes to the codebase.\n"
}
]
| C# | MIT License | taulazer/tau | Add basic build instructions |
664,859 | 24.10.2020 18:32:03 | 14,400 | 7c236c7fb68b5993f6d8d1b54a645d0ab065a542 | Initial implementation of sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"diff": "@@ -35,6 +35,9 @@ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(Tau\ncase Beat beat:\nreturn new DrawableBeat(beat);\n+ case Slider slider:\n+ return new DrawableSlider(slider);\n+\ndefault:\nreturn null;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Initial implementation of sliders |
664,859 | 25.10.2020 08:07:59 | 14,400 | db63dfae5431007b13f3c7751e25d5a44e697467 | Properly animate sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"diff": "@@ -56,6 +56,7 @@ private void testSingle(bool auto = false)\nnew SliderNode(500, 25),\nnew SliderNode(1000, 270),\nnew SliderNode(1500, 180),\n+ new SliderNode(2000, 190),\n}\n};\n"
}
]
| C# | MIT License | taulazer/tau | Properly animate sliders |
664,874 | 25.10.2020 15:10:22 | -3,600 | 6a2e6ca0bb44243804c926c5e1f1a867f864c106 | Fix using the wrong formula | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -59,7 +59,7 @@ protected override void UpdateAfterChildren()\nforeach (var node in HitObject.Nodes.Reverse())\n{\n- var distanceFromCenter = (float)Math.Max(0, Time.Current - node.Time - HitObject.TimePreempt);\n+ var distanceFromCenter = (float)Math.Max(0, Time.Current - (HitObject.StartTime + node.Time) - HitObject.TimePreempt);\npath.AddVertex(Extensions.GetCircularPosition(distanceFromCenter, node.Angle));\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix using the wrong formula |
664,874 | 25.10.2020 19:56:49 | -3,600 | f02b72d8b70ded177bcfec2a300f269230f2474f | Super basic WORKING implementation | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"diff": "@@ -53,10 +53,10 @@ private void testSingle(bool auto = false)\nStartTime = Time.Current + 1000,\nNodes = new[]\n{\n- new SliderNode(500, 25),\n- new SliderNode(1000, 270),\n- new SliderNode(1500, 180),\n- new SliderNode(2000, 190),\n+ new SliderNode(0, 25),\n+ new SliderNode(500, 270),\n+ new SliderNode(1000, 180),\n+ new SliderNode(1500, 190),\n}\n};\n"
}
]
| C# | MIT License | taulazer/tau | Super basic WORKING implementation |
664,859 | 25.10.2020 17:11:08 | 14,400 | 49c6d48037a562c1cb3ff4044f172b70e5f27aab | Format update function | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -57,12 +57,10 @@ protected override void UpdateAfterChildren()\nbase.UpdateAfterChildren();\npath.ClearVertices();\n- bool ShouldBeCulled(SliderNode node)\n- {\n- return Time.Current > HitObject.StartTime + node.Time;\n- }\n+ bool shouldBeCulled(SliderNode node) =>\n+ Time.Current > HitObject.StartTime + node.Time;\n- var cullPivot = HitObject.Nodes.LastOrDefault(x => ShouldBeCulled(x));\n+ var cullPivot = HitObject.Nodes.LastOrDefault(shouldBeCulled);\nvar cullAmount = cullPivot is null ? 0 : HitObject.Nodes.IndexOf(cullPivot);\nConsole.WriteLine(cullAmount.ToString());\n@@ -76,18 +74,22 @@ bool ShouldBeCulled(SliderNode node)\nif (node == cullPivot)\n{\nvar nextNode = HitObject.Nodes.GetNext(node);\n+\nif (nextNode == null)\nbreak;\nfloat difference = (nextNode.Angle - node.Angle) % 360;\n+\nif (difference > 180) difference -= 360;\nelse if (difference < -180) difference += 360;\n+\ntargetAngle = (float)Interpolation.Lerp(node.Angle, node.Angle + difference, (Time.Current - intersectTime) / (nextNode.Time - node.Time));\n}\nfloat distanceFromCentre = (float)Math.Clamp((Time.Current - (intersectTime - HitObject.TimePreempt)) / HitObject.TimePreempt, 0, 1) * 384;\npath.AddVertex(Extensions.GetCircularPosition(distanceFromCentre, targetAngle));\n}\n+\npath.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Format update function |
664,874 | 26.10.2020 18:50:44 | -3,600 | c92e5d15a5aa7809981112455c86dd09e06e8917 | make converts less BS | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "using osu.Framework.Extensions.IEnumerableExtensions;\nusing osu.Game.Audio;\nusing osu.Game.Beatmaps;\n+using osu.Game.Beatmaps.ControlPoints;\nusing osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Types;\nusing osu.Game.Rulesets.Tau.Objects;\n@@ -28,14 +29,15 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nswitch (original)\n{\n- case IHasPath pathData:\n+ case IHasPathWithRepeats pathData:\nvar nodes = new List<SliderNode>();\n- foreach (var point in pathData.Path.ControlPoints)\n+ for (double t = 0; t < pathData.Duration; t += 20)\n{\n- var time = pathData.Duration / pathData.Path.ControlPoints.Count * pathData.Path.ControlPoints.IndexOf(point);\n- nodes.Add(new SliderNode((float)time, (position + point.Position.Value).GetHitObjectAngle()));\n+ nodes.Add(new SliderNode((float)t, ((original as IHasPosition).Position + pathData.CurvePositionAt(t / pathData.Duration)).GetHitObjectAngle()));\n}\n+ nodes.Add(new SliderNode((float)pathData.Duration, ((original as IHasPosition).Position + pathData.CurvePositionAt(1)).GetHitObjectAngle()));\n+\nreturn new Slider\n{\n@@ -68,5 +70,38 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\n}\nprotected override Beatmap<TauHitObject> CreateBeatmap() => new TauBeatmap();\n+\n+ private IEnumerable<SliderNode> createNodeFromTicks(HitObject original)\n+ {\n+ var curve = original as IHasPathWithRepeats;\n+ double spanDuration = curve.Duration / (curve.RepeatCount + 1);\n+ bool isRepeatSpam = spanDuration < 75 && curve.RepeatCount > 0;\n+\n+ if (isRepeatSpam)\n+ yield break;\n+\n+ var difficulty = Beatmap.BeatmapInfo.BaseDifficulty;\n+\n+ var controlPointInfo = Beatmap.ControlPointInfo;\n+ TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(original.StartTime);\n+ DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(original.StartTime);\n+\n+ double scoringDistance = 100 * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;\n+\n+ var velocity = scoringDistance / timingPoint.BeatLength;\n+ var tickDistance = scoringDistance / difficulty.SliderTickRate;\n+\n+ double legacyLastTickOffset = (original as IHasLegacyLastTickOffset)?.LegacyLastTickOffset ?? 0;\n+\n+ foreach (var e in SliderEventGenerator.Generate(original.StartTime, spanDuration, velocity, tickDistance, curve.Path.Distance, curve.RepeatCount + 1, legacyLastTickOffset, CancellationToken.None))\n+ {\n+ switch (e.Type)\n+ {\n+ case SliderEventType.Repeat:\n+ yield return new SliderNode((float)(e.Time - original.StartTime), Extensions.GetHitObjectAngle(curve.CurvePositionAt(e.PathProgress)));\n+ break;\n+ }\n+ }\n+ }\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | make converts less BS |
664,874 | 26.10.2020 19:34:53 | -3,600 | 69fdbfa922e4688358886e476bfd27cfa4cdc8a6 | Fix jitteriness of slider | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneSlider.cs",
"diff": "@@ -53,10 +53,22 @@ private void testSingle(bool auto = false)\nStartTime = Time.Current + 1000,\nNodes = new[]\n{\n- new SliderNode(0, 25),\n- new SliderNode(500, 270),\n+ new SliderNode(0, 0),\n+ new SliderNode(500, 90),\nnew SliderNode(1000, 180),\n- new SliderNode(1500, 190),\n+ new SliderNode(1500, 270),\n+ new SliderNode(2000, 0),\n+ new SliderNode(2500, 90),\n+ new SliderNode(3000, 180),\n+ new SliderNode(3500, 270),\n+ new SliderNode(4000, 0),\n+ new SliderNode(4500, 90),\n+ new SliderNode(5000, 180),\n+ new SliderNode(5500, 270),\n+ new SliderNode(6000, 0),\n+ new SliderNode(6500, 90),\n+ new SliderNode(7000, 180),\n+ new SliderNode(7500, 270),\n}\n};\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -79,14 +79,10 @@ protected override void UpdateAfterChildren()\n// Anything before Time.Current is NOT VISIBLE\nList<Vector2> vertices = new List<Vector2>();\n- for (double t = Time.Current; t < Time.Current + HitObject.TimePreempt; t += 20) // Generate vertex every 20ms\n+ for (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time); t < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time); t += 20) // Generate vertex every 1ms\n{\nvar currentNode = HitObject.Nodes.LastOrDefault(x => t >= HitObject.StartTime + x.Time);\n- if (currentNode == null) continue; // This is to ensure shit breaks... Because at least it is a controlled breakage ;)\n-\nvar nextNode = HitObject.Nodes.GetNext(currentNode);\n- if (nextNode == null) break; // Can't break if you break it yourself. <Insert big brain meme here>\n-\ndouble nodeStart = HitObject.StartTime + currentNode.Time;\ndouble nodeEnd = HitObject.StartTime + nextNode.Time;\n@@ -107,6 +103,15 @@ protected override void UpdateAfterChildren()\nvertices.Add(Extensions.GetCircularPosition(distanceFromCentre, targetAngle));\n}\n+ //Check if the last node is visible\n+ if (Time.Current + HitObject.TimePreempt > HitObject.StartTime + HitObject.Nodes.Last().Time)\n+ {\n+ double timeDiff = HitObject.StartTime + HitObject.Nodes.Last().Time - Time.Current;\n+ double progress = 1 - (timeDiff / HitObject.TimePreempt);\n+\n+ vertices.Add(Extensions.GetCircularPosition((float)(progress * 384), HitObject.Nodes.Last().Angle));\n+ }\n+\nforeach (var v in vertices)\npath.AddVertex(v);\n"
}
]
| C# | MIT License | taulazer/tau | Fix jitteriness of slider |
664,874 | 26.10.2020 19:47:37 | -3,600 | 4d6780aeb68357ff66a438526969e41dcb8515c8 | Don't convert short std sliders into Tau sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -30,6 +30,9 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nswitch (original)\n{\ncase IHasPathWithRepeats pathData:\n+\n+ if (pathData.Duration < BeatmapDifficulty.DifficultyRange(Beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / 2)\n+ goto default;\nvar nodes = new List<SliderNode>();\nfor (double t = 0; t < pathData.Duration; t += 20)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -79,7 +79,9 @@ protected override void UpdateAfterChildren()\n// Anything before Time.Current is NOT VISIBLE\nList<Vector2> vertices = new List<Vector2>();\n- for (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time); t < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time); t += 20) // Generate vertex every 1ms\n+ for (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time);\n+ t < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time);\n+ t += 20) // Generate vertex every 1ms\n{\nvar currentNode = HitObject.Nodes.LastOrDefault(x => t >= HitObject.StartTime + x.Time);\nvar nextNode = HitObject.Nodes.GetNext(currentNode);\n"
}
]
| C# | MIT License | taulazer/tau | Don't convert short std sliders into Tau sliders |
664,874 | 26.10.2020 20:20:12 | -3,600 | d6225f78d3791e1dc41655fc98f73ba49bc994fd | Simplify setting vertices on sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -74,7 +74,6 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nprotected override void UpdateAfterChildren()\n{\nbase.UpdateAfterChildren();\n- path.ClearVertices();\n// Anything before Time.Current is NOT VISIBLE\nList<Vector2> vertices = new List<Vector2>();\n@@ -113,9 +112,8 @@ protected override void UpdateAfterChildren()\nvertices.Add(Extensions.GetCircularPosition((float)(progress * 384), HitObject.Nodes.Last().Angle));\n}\n-\n- foreach (var v in vertices)\n- path.AddVertex(v);\n+ vertices.Reverse();\n+ path.Vertices = vertices;\npath.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n"
}
]
| C# | MIT License | taulazer/tau | Simplify setting vertices on sliders |
664,874 | 26.10.2020 20:29:42 | -3,600 | 133420392bd05e5a8257ab4000d4a85de7b304b2 | Pass angle for validation instead of DHO | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"diff": "@@ -59,7 +59,7 @@ public void Update(Playfield playfield)\nvar play = (TauPlayfield)playfield;\n- if (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit))\n+ if (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit.HitObject.Angle))\nrequiresHit = true;\n}\nelse if (tauHit is DrawableHardBeat)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -92,7 +92,7 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nreturn;\n}\n- if (CheckValidation.Invoke(this))\n+ if (CheckValidation.Invoke(HitObject.Angle))\n{\nvar result = HitObject.HitWindows.ResultFor(timeOffset);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"diff": "@@ -10,7 +10,7 @@ protected DrawableTauHitObject(TauHitObject obj)\n{\n}\n- public Func<DrawableTauHitObject, bool> CheckValidation;\n+ public Func<float, bool> CheckValidation;\n/// <summary>\n/// A list of keys which can result in hits for this HitObject.\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -42,18 +42,11 @@ private void load(IBindable<WorkingBeatmap> beatmap)\nthis.beatmap.BindTo(beatmap);\n}\n- public bool CheckForValidation(DrawableTauHitObject h)\n+ public bool CheckForValidation(float angle)\n{\n- switch (h)\n- {\n- case DrawableBeat beat:\n- var angleDiff = Extensions.GetDeltaAngle(paddle.Rotation, beat.HitObject.Angle);\n+ var angleDiff = Extensions.GetDeltaAngle(paddle.Rotation, angle);\nreturn Math.Abs(angleDiff) <= angleRange / 2;\n-\n- default:\n- return true;\n- }\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -119,7 +119,7 @@ private void updateVisuals()\nplayfieldBackground.FadeTo(PlayfieldDimLevel.Value, 100);\n}\n- public bool CheckIfWeCanValidate(DrawableTauHitObject obj) => cursor.CheckForValidation(obj);\n+ public bool CheckIfWeCanValidate(float angle) => cursor.CheckForValidation(angle);\npublic override void Add(DrawableHitObject h)\n{\n"
}
]
| C# | MIT License | taulazer/tau | Pass angle for validation instead of DHO |
664,874 | 26.10.2020 20:52:20 | -3,600 | 64333aceb758752da7d120457a85b211ad09d9ac | Implement player input in sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Framework.Utils;\nusing osu.Game.Rulesets.Scoring;\nusing osuTK;\n+using osu.Game.Rulesets.Objects;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -55,21 +56,21 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n- if (!userTriggered)\n+ if (Time.Current > HitObject.GetEndTime())\n{\n- if (!HitObject.HitWindows.CanBeHit(timeOffset))\n- ApplyResult(r => r.Type = HitResult.Great);\n+ double percentage = totalTimeHeld / HitObject.Duration;\n- return;\n- }\n-\n- var result = HitObject.HitWindows.ResultFor(timeOffset);\n+ HitResult result;\n- if (result == HitResult.None)\n- return;\n+ if (percentage > .66) result = HitResult.Great;\n+ else if (percentage > .33) result = HitResult.Ok;\n+ else result = HitResult.Miss;\nApplyResult(r => r.Type = result);\n}\n+ }\n+\n+ double totalTimeHeld = 0;\nprotected override void UpdateAfterChildren()\n{\n@@ -117,6 +118,14 @@ protected override void UpdateAfterChildren()\npath.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n+\n+ if ((CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false) && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n+ {\n+ totalTimeHeld += Time.Elapsed;\n}\n}\n+\n+ private TauInputManager tauActionInputManager;\n+ internal TauInputManager TauActionInputManager => tauActionInputManager ??= GetContainingInputManager() as TauInputManager;\n+ }\n}\n"
}
]
| C# | MIT License | taulazer/tau | Implement player input in sliders |
664,874 | 26.10.2020 22:15:52 | -3,600 | d26e7fa3c2bd54728825e336552b85abe5d68fc1 | Only measure player hit percentage during HitObject active duration | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -41,7 +41,7 @@ public DrawableSlider(TauHitObject obj)\nAlpha = 0,\nAlwaysPresent = true\n},\n- path = new SmoothPath\n+ path = new Path\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n@@ -119,6 +119,8 @@ protected override void UpdateAfterChildren()\npath.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n+ if (Time.Current < HitObject.StartTime || Time.Current >= HitObject.GetEndTime()) return;\n+\nif ((CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false) && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\ntotalTimeHeld += Time.Elapsed;\n"
}
]
| C# | MIT License | taulazer/tau | Only measure player hit percentage during HitObject active duration |
664,859 | 30.10.2020 13:40:54 | 14,400 | aa47bf74b2647015fb6e29935f990d675bf97506 | Fix ActiveCursor not rotating when rewound. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -180,10 +180,10 @@ public class AbsoluteCursor : CursorContainer\n}\n};\n- protected override void LoadComplete()\n+ protected override void UpdateAfterChildren()\n{\n- base.LoadComplete();\n- ActiveCursor.Spin(3000, RotationDirection.Clockwise).Loop();\n+ base.UpdateAfterChildren();\n+ ActiveCursor.Rotation += (float)Clock.ElapsedFrameTime / 5;\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix ActiveCursor not rotating when rewound. |
664,874 | 31.10.2020 17:15:34 | -3,600 | f037da9ff1e2ae4487d9886d2547a2f8a46c0602 | Decrease speed limit requirement of converted sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -42,10 +42,11 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nfor (double t = 0; t < pathData.Duration; t += 20)\n{\nfloat angle = ((original as IHasPosition).Position + pathData.CurvePositionAt(t / pathData.Duration)).GetHitObjectAngle();\n- if (lastAngle.HasValue && (Math.Abs(Extensions.GetDeltaAngle(lastAngle.Value, angle)) / (float)Math.Abs(lastTime.Value - t)) > 0.9)\n- {\n+\n+ // We don't want sliders that switch angles too fast. We would default to a normal note in this case\n+ if (lastAngle.HasValue && (Math.Abs(Extensions.GetDeltaAngle(lastAngle.Value, angle)) / (float)Math.Abs(lastTime.Value - t)) > 0.6)\ngoto default;\n- }\n+\nlastAngle = angle;\nlastTime = t;\nnodes.Add(new SliderNode((float)t, angle));\n"
}
]
| C# | MIT License | taulazer/tau | Decrease speed limit requirement of converted sliders |
664,874 | 31.10.2020 17:31:11 | -3,600 | 480c6bdf8e569cba8869d089070a29c2f957908a | Add .gitattributes
Mainly to automatically normalize the line endings, regardless of platform. | [
{
"change_type": "ADD",
"old_path": null,
"new_path": ".gitattributes",
"diff": "+# Autodetect text files and ensure that we normalise their\n+# line endings to lf internally. When checked out they may\n+# use different line endings.\n+* text=auto\n+\n+# Check out with crlf (Windows) line endings\n+*.sln text eol=crlf\n+*.csproj text eol=crlf\n+*.cs text diff=csharp eol=crlf\n+*.resx text eol=crlf\n+*.vsixmanifest text eol=crlf\n+packages.config text eol=crlf\n+App.config text eol=crlf\n+*.bat text eol=crlf\n+*.cmd text eol=crlf\n+*.snippet text eol=crlf\n+*.manifest text eol=crlf\n+*.licenseheader text eol=crlf\n+\n+# Check out with lf (UNIX) line endings\n+*.sh text eol=lf\n+.gitignore text eol=lf\n+.gitattributes text eol=lf\n+*.md text eol=lf\n+.travis.yml text eol=lf\n\\ No newline at end of file\n"
},
{
"change_type": "MODIFY",
"old_path": ".gitignore",
"new_path": ".gitignore",
"diff": "@@ -24,14 +24,11 @@ bld/\n[Oo]bj/\n[Ll]og/\n-# Visual Studio 2015/2017 cache/options directory\n+# Visual Studio 2015 cache/options directory\n.vs/\n# Uncomment if you have tasks that create the project's static files in wwwroot\n#wwwroot/\n-# Visual Studio 2017 auto generated files\n-Generated\\ Files/\n-\n# MSTest test Results\n[Tt]est[Rr]esult*/\n[Bb]uild[Ll]og.*\n@@ -45,29 +42,20 @@ TestResult.xml\n[Rr]eleasePS/\ndlldata.c\n-# Benchmark Results\n-BenchmarkDotNet.Artifacts/\n-\n# .NET Core\nproject.lock.json\nproject.fragment.lock.json\nartifacts/\n**/Properties/launchSettings.json\n-# StyleCop\n-StyleCopReport.xml\n-\n-# Files built by Visual Studio\n*_i.c\n*_p.c\n*_i.h\n*.ilk\n*.meta\n*.obj\n-*.iobj\n*.pch\n*.pdb\n-*.ipdb\n*.pgc\n*.pgd\n*.rsp\n@@ -105,9 +93,6 @@ ipch/\n*.vspx\n*.sap\n-# Visual Studio Trace Files\n-*.e2e\n-\n# TFS 2012 Local Workspace\n$tf/\n@@ -128,10 +113,6 @@ _TeamCity*\n# DotCover is a Code Coverage Tool\n*.dotCover\n-# AxoCover is a Code Coverage Tool\n-.axoCover/*\n-!.axoCover/settings.json\n-\n# Visual Studio code coverage results\n*.coverage\n*.coveragexml\n@@ -167,7 +148,7 @@ publish/\n# Publish Web Output\n*.[Pp]ublish.xml\n*.azurePubxml\n-# Note: Comment the next line if you want to checkin your web deploy settings,\n+# TODO: Comment the next line if you want to checkin your web deploy settings\n# but database connection strings (with potential passwords) will be unencrypted\n*.pubxml\n*.publishproj\n@@ -180,11 +161,11 @@ PublishScripts/\n# NuGet Packages\n*.nupkg\n# The packages folder can be ignored because of Package Restore\n-**/[Pp]ackages/*\n+**/packages/*\n# except build/, which is used as an MSBuild target.\n-!**/[Pp]ackages/build/\n+!**/packages/build/\n# Uncomment if necessary however generally it will be regenerated when needed\n-#!**/[Pp]ackages/repositories.config\n+#!**/packages/repositories.config\n# NuGet v3's project.json files produces more ignorable files\n*.nuget.props\n*.nuget.targets\n@@ -202,7 +183,6 @@ AppPackages/\nBundleArtifacts/\nPackage.StoreAssociation.xml\n_pkginfo.txt\n-*.appx\n# Visual Studio cache files\n# files ending in .cache can be ignored\n@@ -221,10 +201,6 @@ ClientBin/\n*.publishsettings\norleans.codegen.cs\n-# Including strong name files can present a security risk\n-# (https://github.com/github/gitignore/pull/2483#issue-259490424)\n-#*.snk\n-\n# Since there are multiple workflows, uncomment next line to ignore bower_components\n# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)\n#bower_components/\n@@ -239,8 +215,6 @@ _UpgradeReport_Files/\nBackup*/\nUpgradeLog*.XML\nUpgradeLog*.htm\n-ServiceFabricBackup/\n-*.rptproj.bak\n# SQL Server files\n*.mdf\n@@ -251,7 +225,6 @@ ServiceFabricBackup/\n*.rdl.data\n*.bim.layout\n*.bim_*.settings\n-*.rptproj.rsuser\n# Microsoft Fakes\nFakesAssemblies/\n@@ -263,6 +236,9 @@ FakesAssemblies/\n.ntvs_analysis.dat\nnode_modules/\n+# Typescript v1 declaration files\n+typings/\n+\n# Visual Studio 6 build log\n*.plg\n@@ -302,9 +278,6 @@ __pycache__/\n# tools/**\n# !tools/packages.config\n-# Tabs Studio\n-*.tss\n-\n# Telerik's JustMock configuration file\n*.jmconfig\n@@ -313,18 +286,3 @@ __pycache__/\n*.btm.cs\n*.odx.cs\n*.xsd.cs\n-\n-# OpenCover UI analysis results\n-OpenCover/\n-\n-# Azure Stream Analytics local run output\n-ASALocalRun/\n-\n-# MSBuild Binary and Structured Log\n-*.binlog\n-\n-# NVidia Nsight GPU debugger configuration file\n-*.nvuser\n-\n-# MFractors (Xamarin productivity tool) working folder\n-.mfractor/\n"
}
]
| C# | MIT License | taulazer/tau | Add .gitattributes
Mainly to automatically normalize the line endings, regardless of platform. |
664,874 | 04.11.2020 23:02:11 | -3,600 | 878b44a3b0c12aee155395eada9a0d4bb9e7fd70 | Drastically improve performance of Sliders
TIL that Path's autosize computations is fkin expensive. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -41,11 +41,13 @@ public DrawableSlider(TauHitObject obj)\nAlpha = 0,\nAlwaysPresent = true\n},\n- path = new Path\n+ path = new SmoothPath\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nPathRadius = 5,\n+ AutoSizeAxes = Axes.None,\n+ Size = new Vector2(768)\n}\n}\n},\n"
}
]
| C# | MIT License | taulazer/tau | Drastically improve performance of Sliders
TIL that Path's autosize computations is fkin expensive. |
664,874 | 07.11.2020 14:13:35 | -3,600 | c589cac5708f7daeabea74d70c7dab3c0b0f5e07 | Teach autoplay how to deal with sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "using System.Linq;\nusing osu.Game.Beatmaps;\nusing osu.Game.Replays;\n+using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Replays;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\n@@ -49,10 +50,29 @@ public override Replay Generate()\ndouble releaseDelay = KEY_UP_DELAY;\nif (i + 1 < Beatmap.HitObjects.Count)\n- releaseDelay = Math.Min(KEY_UP_DELAY, Beatmap.HitObjects[i + 1].StartTime - h.StartTime);\n+ releaseDelay = Math.Min(KEY_UP_DELAY, Beatmap.HitObjects[i + 1].StartTime - h.GetEndTime());\nswitch (h)\n{\n+ case Slider slider:\n+ //Make the cursor stay at the last note's position if there's enough time between the notes\n+ if (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].GetEndTime() > reaction_time)\n+ {\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime - reaction_time, Extensions.GetCircularPosition(cursor_distance, prevAngle) + new Vector2(offset)));\n+\n+ buttonIndex = (int)TauAction.LeftButton;\n+ }\n+\n+ var buttonUsed = (TauAction)(buttonIndex++ % 2);\n+ foreach (var node in slider.Nodes)\n+ {\n+ Replay.Frames.Add(new TauReplayFrame(h.StartTime + node.Time, Extensions.GetCircularPosition(cursor_distance, node.Angle) + new Vector2(offset), buttonUsed));\n+ }\n+ Replay.Frames.Add(new TauReplayFrame(h.GetEndTime() + releaseDelay, ((TauReplayFrame)Replay.Frames.Last()).Position));\n+ prevAngle = slider.Nodes.Last().Angle;\n+\n+ break;\n+\ncase HardBeat _:\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, ((TauReplayFrame)Replay.Frames.Last()).Position, TauAction.HardButton));\nReplay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, ((TauReplayFrame)Replay.Frames.Last()).Position));\n@@ -61,7 +81,7 @@ public override Replay Generate()\ncase Beat _:\n//Make the cursor stay at the last note's position if there's enough time between the notes\n- if (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].StartTime > reaction_time)\n+ if (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].GetEndTime() > reaction_time)\n{\nReplay.Frames.Add(new TauReplayFrame(h.StartTime - reaction_time, Extensions.GetCircularPosition(cursor_distance, prevAngle) + new Vector2(offset)));\n"
}
]
| C# | MIT License | taulazer/tau | Teach autoplay how to deal with sliders |
664,874 | 07.11.2020 14:15:50 | -3,600 | 1fe44d57dc38ccd3080f99f1851d113104627bc8 | Temporarily disable Hidden mod
Sliders don't support them. The whole mod will need to be reworked from the ground up to support it, | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"diff": "@@ -19,6 +19,8 @@ public class TauModHidden : ModHidden\nprivate const double fade_in_duration_multiplier = 0.4;\nprivate const double fade_out_duration_multiplier = 0.3;\n+ public override bool HasImplementation => false;\n+\npublic override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)\n{\nstatic void adjustFadeIn(TauHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;\n"
}
]
| C# | MIT License | taulazer/tau | Temporarily disable Hidden mod
Sliders don't support them. The whole mod will need to be reworked from the ground up to support it, |
664,874 | 07.11.2020 14:28:26 | -3,600 | 980416577a3a67640559872c16c9f637d0997e35 | Add Slider support in RX mod
Did a few things that I would consider a bit hacky, but the alternative is a mess. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModRelax.cs",
"diff": "@@ -53,21 +53,28 @@ public void Update(Playfield playfield)\nif (tauHit.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime || tauHit.IsHit)\ncontinue;\n- if (tauHit is DrawableBeat)\n+ switch (tauHit)\n{\n+ case DrawableBeat _:\nDebug.Assert(tauHit.HitObject.HitWindows != null);\nvar play = (TauPlayfield)playfield;\nif (tauHit.HitObject.HitWindows.CanBeHit(relativetime) && play.CheckIfWeCanValidate(tauHit.HitObject.Angle))\nrequiresHit = true;\n- }\n- else if (tauHit is DrawableHardBeat)\n- {\n+ break;\n+\n+ case DrawableHardBeat _:\nif (!tauHit.HitObject.HitWindows.CanBeHit(relativetime)) continue;\nrequiresHit = true;\nrequiresHardHit = true;\n+ break;\n+\n+ case DrawableSlider slider:\n+ if (slider.IsWithinPaddle)\n+ requiresHold = true;\n+ break;\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -123,12 +123,14 @@ protected override void UpdateAfterChildren()\nif (Time.Current < HitObject.StartTime || Time.Current >= HitObject.GetEndTime()) return;\n- if ((CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false) && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n+ if (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\ntotalTimeHeld += Time.Elapsed;\n}\n}\n+ public bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false;\n+\nprivate TauInputManager tauActionInputManager;\ninternal TauInputManager TauActionInputManager => tauActionInputManager ??= GetContainingInputManager() as TauInputManager;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add Slider support in RX mod
Did a few things that I would consider a bit hacky, but the alternative is a mess. |
664,874 | 07.11.2020 17:15:09 | -3,600 | 15887cfbd2b5ea6cd7ca09953c9fec37ff55c1cc | Adjust HitWindows | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindows.cs",
"new_path": "osu.Game.Rulesets.Tau/Scoring/TauHitWindows.cs",
"diff": "@@ -21,7 +21,7 @@ public override bool IsHitResultAllowed(HitResult result)\n{\nnew DifficultyRange(HitResult.Great, 140, 100, 60),\nnew DifficultyRange(HitResult.Ok, 200, 150, 100),\n- new DifficultyRange(HitResult.Miss, 400, 400, 400),\n+ new DifficultyRange(HitResult.Miss, 200, 150, 100),\n};\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Adjust HitWindows |
664,874 | 07.11.2020 18:01:56 | -3,600 | d9bea2b26156ca7a72e08d57781cb7c4c982817a | Add notelock
Implementation copied straight from osu!std, will tweak if required. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauHitObject.cs",
"diff": "@@ -27,5 +27,9 @@ protected DrawableTauHitObject(TauHitObject obj)\nprotected TauAction? HitAction { get; set; }\nprotected override double InitialLifetimeOffset => HitObject.TimePreempt;\n+\n+ public Func<DrawableHitObject, double, bool> CheckHittable;\n+\n+ public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);\n}\n}\n"
},
{
"change_type": "ADD",
"old_path": null,
"new_path": "osu.Game.Rulesets.Tau/UI/OrderedHitPolicy.cs",
"diff": "+// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.\n+// See the LICENCE file in the repository root for full licence text.\n+\n+using System;\n+using System.Collections.Generic;\n+using osu.Game.Rulesets.Objects;\n+using osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Objects.Drawables;\n+using osu.Game.Rulesets.UI;\n+\n+namespace osu.Game.Rulesets.Tau.UI\n+{\n+ /// <summary>\n+ /// Ensures that <see cref=\"HitObject\"/>s are hit in-order. Affectionately known as \"note lock\".\n+ /// If a <see cref=\"HitObject\"/> is hit out of order:\n+ /// <list type=\"number\">\n+ /// <item><description>The hit is blocked if it occurred earlier than the previous <see cref=\"HitObject\"/>'s start time.</description></item>\n+ /// <item><description>The hit causes all previous <see cref=\"HitObject\"/>s to missed otherwise.</description></item>\n+ /// </list>\n+ /// </summary>\n+ public class OrderedHitPolicy\n+ {\n+ private readonly HitObjectContainer hitObjectContainer;\n+\n+ public OrderedHitPolicy(HitObjectContainer hitObjectContainer)\n+ {\n+ this.hitObjectContainer = hitObjectContainer;\n+ }\n+\n+ /// <summary>\n+ /// Determines whether a <see cref=\"DrawableHitObject\"/> can be hit at a point in time.\n+ /// </summary>\n+ /// <param name=\"hitObject\">The <see cref=\"DrawableHitObject\"/> to check.</param>\n+ /// <param name=\"time\">The time to check.</param>\n+ /// <returns>Whether <paramref name=\"hitObject\"/> can be hit at the given <paramref name=\"time\"/>.</returns>\n+ public bool IsHittable(DrawableHitObject hitObject, double time)\n+ {\n+ DrawableHitObject blockingObject = null;\n+\n+ foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))\n+ {\n+ if (hitObjectCanBlockFutureHits(obj))\n+ blockingObject = obj;\n+ }\n+\n+ // If there is no previous hitobject, allow the hit.\n+ if (blockingObject == null)\n+ return true;\n+\n+ // A hit is allowed if:\n+ // 1. The last blocking hitobject has been judged.\n+ // 2. The current time is after the last hitobject's start time.\n+ // Hits at exactly the same time as the blocking hitobject are allowed for maps that contain simultaneous hitobjects (e.g. /b/372245).\n+ return blockingObject.Judged || time >= blockingObject.HitObject.StartTime;\n+ }\n+\n+ /// <summary>\n+ /// Handles a <see cref=\"HitObject\"/> being hit to potentially miss all earlier <see cref=\"HitObject\"/>s.\n+ /// </summary>\n+ /// <param name=\"hitObject\">The <see cref=\"HitObject\"/> that was hit.</param>\n+ public void HandleHit(DrawableHitObject hitObject)\n+ {\n+ // Hitobjects which themselves don't block future hitobjects don't cause misses (e.g. slider ticks, spinners).\n+ if (!hitObjectCanBlockFutureHits(hitObject))\n+ return;\n+\n+ if (!IsHittable(hitObject, hitObject.HitObject.StartTime + hitObject.Result.TimeOffset))\n+ throw new InvalidOperationException($\"A {hitObject} was hit before it became hittable!\");\n+\n+ foreach (var obj in enumerateHitObjectsUpTo(hitObject.HitObject.StartTime))\n+ {\n+ if (obj.Judged)\n+ continue;\n+\n+ if (hitObjectCanBlockFutureHits(obj))\n+ ((DrawableTauHitObject)obj).MissForcefully();\n+ }\n+ }\n+\n+ /// <summary>\n+ /// Whether a <see cref=\"HitObject\"/> blocks hits on future <see cref=\"HitObject\"/>s until its start time is reached.\n+ /// </summary>\n+ /// <param name=\"hitObject\">The <see cref=\"HitObject\"/> to test.</param>\n+ private static bool hitObjectCanBlockFutureHits(DrawableHitObject hitObject)\n+ => hitObject is DrawableBeat || hitObject is DrawableHardBeat;\n+\n+ private IEnumerable<DrawableHitObject> enumerateHitObjectsUpTo(double targetTime)\n+ {\n+ foreach (var obj in hitObjectContainer.AliveObjects)\n+ {\n+ if (obj.HitObject.StartTime >= targetTime)\n+ yield break;\n+\n+ yield return obj;\n+\n+ foreach (var nestedObj in obj.NestedHitObjects)\n+ {\n+ if (nestedObj.HitObject.StartTime >= targetTime)\n+ break;\n+\n+ yield return nestedObj;\n+ }\n+ }\n+ }\n+ }\n+}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -29,6 +29,7 @@ public class TauPlayfield : Playfield\nprivate readonly TauCursor cursor;\nprivate readonly JudgementContainer<DrawableTauJudgement> judgementLayer;\nprivate readonly Container<KiaiHitExplosion> kiaiExplosionContainer;\n+ private readonly OrderedHitPolicy hitPolicy;\npublic static readonly Vector2 BASE_SIZE = new Vector2(768, 768);\n@@ -97,6 +98,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nAnchor = Anchor.Centre,\n},\n});\n+ hitPolicy = new OrderedHitPolicy(HitObjectContainer);\n}\nprotected Bindable<float> PlayfieldDimLevel = new Bindable<float>(0.3f); // Change the default as you see fit\n@@ -127,9 +129,9 @@ public override void Add(DrawableHitObject h)\nswitch (h)\n{\n- case DrawableTauHitObject _:\n- var obj = (DrawableTauHitObject)h;\n+ case DrawableTauHitObject obj:\nobj.CheckValidation = CheckIfWeCanValidate;\n+ obj.CheckHittable = hitPolicy.IsHittable;\nbreak;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add notelock
Implementation copied straight from osu!std, will tweak if required. |
664,874 | 07.11.2020 18:08:06 | -3,600 | d28fd0ef55c852cf07b4b68886b40e7bd4f49d6d | Actually use notelock | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "@@ -96,7 +96,7 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nvar result = HitObject.HitWindows.ResultFor(timeOffset);\n- if (result == HitResult.None)\n+ if (result == HitResult.None || CheckHittable?.Invoke(this, Time.Current) == false)\nreturn;\nif (!validActionPressed)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "@@ -80,7 +80,7 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nvar result = HitObject.HitWindows.ResultFor(timeOffset);\n- if (result == HitResult.None)\n+ if (result == HitResult.None || CheckHittable?.Invoke(this, Time.Current) == false)\nreturn;\nApplyResult(r => r.Type = result);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -144,6 +144,8 @@ public override void Add(DrawableHitObject h)\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n+ hitPolicy.HandleHit(judgedObject);\n+\nif (!judgedObject.DisplayResult || !DisplayJudgements.Value)\nreturn;\n"
}
]
| C# | MIT License | taulazer/tau | Actually use notelock |
664,874 | 07.11.2020 18:48:08 | -3,600 | b9189d87d3b3927bf013d8f2411a4ac3e748e10e | Block input when catching notes
This will prevent future notes from receiving the input that is meant for sliders. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Game.Rulesets.Scoring;\nusing osuTK;\nusing osu.Game.Rulesets.Objects;\n+using osu.Framework.Input.Bindings;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n- public class DrawableSlider : DrawableTauHitObject\n+ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\nprivate readonly Path path;\n@@ -121,14 +122,22 @@ protected override void UpdateAfterChildren()\npath.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n+ isBeingHit = false;\n+\nif (Time.Current < HitObject.StartTime || Time.Current >= HitObject.GetEndTime()) return;\nif (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\ntotalTimeHeld += Time.Elapsed;\n+ isBeingHit = true;\n}\n}\n+ private bool isBeingHit;\n+\n+ public bool OnPressed(TauAction action) => HitActions.Contains(action) && !isBeingHit;\n+ public void OnReleased(TauAction action) { }\n+\npublic bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false;\nprivate TauInputManager tauActionInputManager;\n"
}
]
| C# | MIT License | taulazer/tau | Block input when catching notes
This will prevent future notes from receiving the input that is meant for sliders. |
664,874 | 11.11.2020 17:05:21 | -3,600 | 823d72c377f7459a161a0f47d69bd8378bf486cc | Fix AbsoluteCursor rotation being reset whenever the cursor moves | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -59,7 +59,6 @@ public bool CheckForValidation(DrawableTauHitObject h)\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\npaddle.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n- cursor.ActiveCursor.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\nreturn base.OnMouseMove(e);\n}\n@@ -183,7 +182,7 @@ public class AbsoluteCursor : CursorContainer\nprotected override void UpdateAfterChildren()\n{\nbase.UpdateAfterChildren();\n- ActiveCursor.Rotation += (float)Clock.ElapsedFrameTime / 5;\n+ ActiveCursor.Rotation += (float)Time.Elapsed / 5;\n}\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix AbsoluteCursor rotation being reset whenever the cursor moves |
664,874 | 14.11.2020 13:33:41 | -3,600 | e5fb91bd996070f0513986eefa079ccb65b8831e | Assign proper lifetimes to slider | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osuTK;\nusing osu.Game.Rulesets.Objects;\nusing osu.Framework.Input.Bindings;\n+using osu.Game.Rulesets.Objects.Drawables;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -138,6 +139,24 @@ protected override void UpdateAfterChildren()\npublic bool OnPressed(TauAction action) => HitActions.Contains(action) && !isBeingHit;\npublic void OnReleased(TauAction action) { }\n+ protected override void UpdateHitStateTransforms(ArmedState state)\n+ {\n+ base.UpdateHitStateTransforms(state);\n+\n+ switch (state)\n+ {\n+ case ArmedState.Idle:\n+ LifetimeStart = HitObject.StartTime - HitObject.TimePreempt;\n+\n+ break;\n+\n+ case ArmedState.Hit:\n+ case ArmedState.Miss:\n+ Expire();\n+ break;\n+ }\n+ }\n+\npublic bool IsWithinPaddle => CheckValidation?.Invoke(Vector2.Zero.GetDegreesFromPosition(path.Position)) ?? false;\nprivate TauInputManager tauActionInputManager;\n"
}
]
| C# | MIT License | taulazer/tau | Assign proper lifetimes to slider |
664,874 | 14.11.2020 16:08:46 | -3,600 | 07ac938988dfe008f3c4f2aa537f93e6abc815df | Reduce unnecessary reversal of vertices | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -79,15 +79,13 @@ protected override void CheckForResult(bool userTriggered, double timeOffset)\nprotected override void UpdateAfterChildren()\n{\nbase.UpdateAfterChildren();\n-\n- // Anything before Time.Current is NOT VISIBLE\n- List<Vector2> vertices = new List<Vector2>();\n+ path.ClearVertices();\nfor (double t = Math.Max(Time.Current, HitObject.StartTime + HitObject.Nodes.First().Time);\nt < Math.Min(Time.Current + HitObject.TimePreempt, HitObject.StartTime + HitObject.Nodes.Last().Time);\n- t += 20) // Generate vertex every 1ms\n+ t += 20) // Generate vertex every 20ms\n{\n- var currentNode = HitObject.Nodes.LastOrDefault(x => t >= HitObject.StartTime + x.Time);\n+ var currentNode = HitObject.Nodes.Last(x => t >= HitObject.StartTime + x.Time);\nvar nextNode = HitObject.Nodes.GetNext(currentNode);\ndouble nodeStart = HitObject.StartTime + currentNode.Time;\n@@ -106,7 +104,7 @@ protected override void UpdateAfterChildren()\nfloat targetAngle = (float)Interpolation.Lerp(currentNode.Angle, currentNode.Angle + difference, ActualProgress);\n- vertices.Add(Extensions.GetCircularPosition(distanceFromCentre, targetAngle));\n+ path.AddVertex(Extensions.GetCircularPosition(distanceFromCentre, targetAngle));\n}\n//Check if the last node is visible\n@@ -115,13 +113,12 @@ protected override void UpdateAfterChildren()\ndouble timeDiff = HitObject.StartTime + HitObject.Nodes.Last().Time - Time.Current;\ndouble progress = 1 - (timeDiff / HitObject.TimePreempt);\n- vertices.Add(Extensions.GetCircularPosition((float)(progress * 384), HitObject.Nodes.Last().Angle));\n+ path.AddVertex(Extensions.GetCircularPosition((float)(progress * 384), HitObject.Nodes.Last().Angle));\n}\n- vertices.Reverse();\n- path.Vertices = vertices;\n- path.Position = path.Vertices.Any() ? path.Vertices.Last() : new Vector2(0);\n- path.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.Last()) : base.OriginPosition;\n+\n+ path.Position = path.Vertices.Any() ? path.Vertices.First() : new Vector2(0);\n+ path.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.First()) : base.OriginPosition;\nisBeingHit = false;\n"
}
]
| C# | MIT License | taulazer/tau | Reduce unnecessary reversal of vertices |
664,874 | 16.11.2020 16:01:46 | -3,600 | 78b4461147076c69a23d065972a3f947430a8dc7 | Fix speed check not being applied to the last slider node in beatmapgen | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"new_path": "osu.Game.Rulesets.Tau/Beatmaps/TauBeatmapConverter.cs",
"diff": "@@ -51,8 +51,12 @@ protected override IEnumerable<TauHitObject> ConvertHitObject(HitObject original\nlastTime = t;\nnodes.Add(new SliderNode((float)t, angle));\n}\n- nodes.Add(new SliderNode((float)pathData.Duration, ((original as IHasPosition).Position + pathData.CurvePositionAt(1)).GetHitObjectAngle()));\n+ float finalAngle = ((original as IHasPosition).Position + pathData.CurvePositionAt(1)).GetHitObjectAngle();\n+ if (lastAngle.HasValue && (Math.Abs(Extensions.GetDeltaAngle(lastAngle.Value, finalAngle)) / (float)Math.Abs(lastTime.Value - pathData.Duration)) > 0.6)\n+ goto default;\n+\n+ nodes.Add(new SliderNode((float)pathData.Duration, finalAngle));\nreturn new Slider\n{\n"
}
]
| C# | MIT License | taulazer/tau | Fix speed check not being applied to the last slider node in beatmapgen |
664,874 | 21.11.2020 13:40:46 | -3,600 | c9fff90b01325b4f4991293087946b3089c85627 | Fix FromLegacy in replay
This caused desyncs when playing back replays | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauReplayFrame.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauReplayFrame.cs",
"diff": "@@ -27,8 +27,8 @@ public void FromLegacy(LegacyReplayFrame currentFrame, IBeatmap beatmap, ReplayF\n{\nPosition = currentFrame.Position;\n- if (currentFrame.MouseLeft) Actions.Add(TauAction.LeftButton);\n- if (currentFrame.MouseRight) Actions.Add(TauAction.RightButton);\n+ if (currentFrame.MouseLeft1) Actions.Add(TauAction.LeftButton);\n+ if (currentFrame.MouseRight1) Actions.Add(TauAction.RightButton);\nif (currentFrame.MouseLeft2) Actions.Add(TauAction.HardButton);\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix FromLegacy in replay
This caused desyncs when playing back replays |
664,874 | 27.11.2020 19:51:08 | -3,600 | 5ba9c5827f58b7f1914c0c0ea24bdcc80a2e1d58 | Fix autoplay time machine | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "using System.Linq;\nusing osu.Game.Beatmaps;\nusing osu.Game.Replays;\n+using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Replays;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osuTK;\n@@ -42,6 +43,7 @@ public override Replay Generate()\nReplay.Frames.Add(new TauReplayFrame(Beatmap.HitObjects[0].StartTime - reaction_time, new Vector2(offset, offset + 150)));\nfloat prevAngle = 0;\n+ double lastTime = 0;\nfor (int i = 0; i < Beatmap.HitObjects.Count; i++)\n{\n@@ -56,12 +58,13 @@ public override Replay Generate()\ncase HardBeat _:\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, ((TauReplayFrame)Replay.Frames.Last()).Position, TauAction.HardButton));\nReplay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, ((TauReplayFrame)Replay.Frames.Last()).Position));\n+ lastTime = h.GetEndTime() + releaseDelay;\nbreak;\ncase Beat _:\n//Make the cursor stay at the last note's position if there's enough time between the notes\n- if (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].StartTime > reaction_time)\n+ if (i > 0 && h.StartTime - lastTime > reaction_time)\n{\nReplay.Frames.Add(new TauReplayFrame(h.StartTime - reaction_time, Extensions.GetCircularPosition(cursor_distance, prevAngle) + new Vector2(offset)));\n@@ -71,6 +74,7 @@ public override Replay Generate()\nReplay.Frames.Add(new TauReplayFrame(h.StartTime, Extensions.GetCircularPosition(cursor_distance, h.Angle) + new Vector2(offset), (TauAction)(buttonIndex++ % 2)));\nReplay.Frames.Add(new TauReplayFrame(h.StartTime + releaseDelay, Extensions.GetCircularPosition(cursor_distance, h.Angle) + new Vector2(offset)));\nprevAngle = h.Angle;\n+ lastTime = h.GetEndTime() + releaseDelay;\nbreak;\n}\n"
}
]
| C# | MIT License | taulazer/tau | Fix autoplay time machine |
664,874 | 28.11.2020 22:29:58 | -3,600 | f3e9dcb249a42e347cf4aca808c0e182af7c9b0f | Add validation and notelock delegates using playfield override | [
{
"change_type": "DELETE",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableTauPool.cs",
"new_path": null,
"diff": "-using System;\n-using osu.Framework.Graphics;\n-using osu.Framework.Graphics.Pooling;\n-using osu.Game.Rulesets.Objects.Drawables;\n-\n-namespace osu.Game.Rulesets.Tau.Objects.Drawables\n-{\n- public class DrawableTauPool<T> : DrawablePool<T>\n- where T : DrawableHitObject, new()\n- {\n- private readonly Func<DrawableTauHitObject, bool> checkValidation;\n- private readonly Func<DrawableHitObject, double, bool> checkHittable;\n-\n- public DrawableTauPool(Func<DrawableTauHitObject, bool> checkValidation, Func<DrawableHitObject, double, bool> checkHittable, int initialSize, int? maximumSize = null)\n- : base(initialSize, maximumSize)\n- {\n- this.checkValidation = checkValidation;\n- this.checkHittable = checkHittable;\n- }\n-\n- protected override T CreateNewDrawable() => base.CreateNewDrawable().With(o =>\n- {\n- if (o is DrawableTauHitObject tauHitObject)\n- {\n- tauHitObject.CheckValidation += checkValidation;\n- tauHitObject.CheckHittable += checkHittable;\n- }\n- });\n- }\n-}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -112,18 +112,19 @@ private void load(TauRulesetConfigManager config)\nconfig?.BindWith(TauRulesetSettings.PlayfieldDim, PlayfieldDimLevel);\nPlayfieldDimLevel.ValueChanged += _ => updateVisuals();\n- registerPool<Beat, DrawableBeat>(10);\n- registerPool<HardBeat, DrawableHardBeat>(5);\n+ RegisterPool<Beat, DrawableBeat>(10);\n+ RegisterPool<HardBeat, DrawableHardBeat>(5);\n}\n- private void registerPool<TObject, TDrawable>(int initialSize, int? maximumSize = null)\n- where TObject : HitObject\n- where TDrawable : DrawableHitObject, new()\n- => RegisterPool<TObject, TDrawable>(CreatePool<TDrawable>(initialSize, maximumSize));\n-\n- protected virtual DrawablePool<TDrawable> CreatePool<TDrawable>(int initialSize, int? maximumSize = null)\n- where TDrawable : DrawableHitObject, new()\n- => new DrawableTauPool<TDrawable>(CheckIfWeCanValidate, hitPolicy.IsHittable, initialSize, maximumSize);\n+ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n+ {\n+ base.OnNewDrawableHitObject(drawableHitObject);\n+ if (drawableHitObject is DrawableTauHitObject t)\n+ {\n+ t.CheckHittable = hitPolicy.IsHittable;\n+ t.CheckValidation = CheckIfWeCanValidate;\n+ }\n+ }\nprotected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new TauHitObjectLifetimeEntry(hitObject);\n"
}
]
| C# | MIT License | taulazer/tau | Add validation and notelock delegates using playfield override |
664,874 | 29.11.2020 13:09:18 | -3,600 | 300725551ad099d175343280bced141e1b2fb1b6 | Fix Hidden mod | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"new_path": "osu.Game.Rulesets.Tau/Mods/TauModHidden.cs",
"diff": "using System.Linq;\nusing osu.Framework.Graphics;\nusing osu.Game.Rulesets.Mods;\n+using osu.Game.Rulesets.Objects;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n@@ -21,19 +22,24 @@ public class TauModHidden : ModHidden\npublic override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)\n{\n- static void adjustFadeIn(TauHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;\n+ foreach (var d in drawables)\n+ d.HitObjectApplied += applyFadeInAdjustment;\n- foreach (var d in drawables.OfType<DrawableTauHitObject>())\n+ base.ApplyToDrawableHitObjects(drawables);\n+ }\n+\n+ private void applyFadeInAdjustment(DrawableHitObject hitObject)\n{\n- adjustFadeIn(d.HitObject);\n+ if (!(hitObject is DrawableTauHitObject d))\n+ return;\n- foreach (var h in d.HitObject.NestedHitObjects.OfType<TauHitObject>())\n- adjustFadeIn(h); // future proofing\n- }\n+ d.HitObject.TimeFadeIn = d.HitObject.TimePreempt * fade_in_duration_multiplier;\n- base.ApplyToDrawableHitObjects(drawables);\n+ foreach (var nested in d.NestedHitObjects)\n+ applyFadeInAdjustment(nested);\n}\n+\nprotected override void ApplyNormalVisibilityState(DrawableHitObject drawable, ArmedState state)\n{\nif (!(drawable is DrawableTauHitObject d))\n"
}
]
| C# | MIT License | taulazer/tau | Fix Hidden mod |
664,874 | 29.11.2020 13:11:28 | -3,600 | ca1d9b17a040689da59dcae0325200c40fd41016 | Reimplement judgement text | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -102,6 +102,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\n},\n});\nhitPolicy = new OrderedHitPolicy(HitObjectContainer);\n+ NewResult += onNewResult;\n}\nprotected Bindable<float> PlayfieldDimLevel = new Bindable<float>(0.3f); // Change the default as you see fit\n"
}
]
| C# | MIT License | taulazer/tau | Reimplement judgement text |
664,874 | 29.11.2020 20:29:30 | -3,600 | 5234aed9c90a6e836e16ff5b2ce705f34e1f54bb | Remove unused overload for "Add" in Playfield | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -142,22 +142,6 @@ private void updateVisuals()\npublic bool CheckIfWeCanValidate(DrawableTauHitObject obj) => cursor.CheckForValidation(obj);\n- public override void Add(DrawableHitObject h)\n- {\n- base.Add(h);\n-\n- switch (h)\n- {\n- case DrawableTauHitObject obj:\n- obj.CheckValidation = CheckIfWeCanValidate;\n- obj.CheckHittable = hitPolicy.IsHittable;\n-\n- break;\n- }\n-\n- h.OnNewResult += onNewResult;\n- }\n-\n[Resolved]\nprivate OsuColour colour { get; set; }\n"
}
]
| C# | MIT License | taulazer/tau | Remove unused overload for "Add" in Playfield |
664,859 | 16.12.2020 06:05:33 | 18,000 | e2a2359a7b425ec8e427e174f97e3b3a08d8b8e1 | Add new kiai effect. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"new_path": "osu.Game.Rulesets.Tau/Configuration/TauRulesetConfigManager.cs",
"diff": "@@ -17,6 +17,7 @@ protected override void InitialiseDefaults()\nSet(TauRulesetSettings.ShowVisualizer, true);\nSet(TauRulesetSettings.PlayfieldDim, 0.3f, 0, 1, 0.01f);\nSet(TauRulesetSettings.BeatSize, 16f, 10, 25, 1f);\n+ Set(TauRulesetSettings.KiaiEffect, KiaiType.Turbulent);\n}\n}\n@@ -24,6 +25,7 @@ public enum TauRulesetSettings\n{\nShowVisualizer,\nPlayfieldDim,\n- BeatSize\n+ BeatSize,\n+ KiaiEffect\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"new_path": "osu.Game.Rulesets.Tau/Edit/Blueprints/BeatPlacementBlueprint.cs",
"diff": "@@ -55,9 +55,9 @@ protected override bool OnMouseDown(MouseDownEvent e)\nreturn base.OnMouseDown(e);\n}\n- public override void UpdatePosition(SnapResult result)\n+ public override void UpdateTimeAndPosition(SnapResult result)\n{\n- base.UpdatePosition(result);\n+ base.UpdateTimeAndPosition(result);\nvar angle = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(result.ScreenSpacePosition);\nHitObject.Angle = angle;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using System.Collections.Generic;\nusing System.Linq;\nusing System.Diagnostics;\n+using osu.Framework.Allocation;\n+using osu.Framework.Bindables;\nusing osu.Framework.Extensions.IEnumerableExtensions;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osuTK;\nusing osu.Game.Rulesets.Objects;\nusing osu.Framework.Input.Bindings;\n+using osu.Framework.Timing;\n+using osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.UI;\n+using osu.Game.Rulesets.Tau.UI.Particles;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -22,6 +29,12 @@ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction\npublic new Slider HitObject => base.HitObject as Slider;\n+ [Resolved]\n+ private TauPlayfield playfield { get; set; }\n+\n+ [Resolved]\n+ private OsuColour colour { get; set; }\n+\npublic DrawableSlider(TauHitObject obj)\n: base(obj)\n{\n@@ -56,6 +69,14 @@ public DrawableSlider(TauHitObject obj)\n});\n}\n+ private readonly Bindable<KiaiType> effect = new Bindable<KiaiType>();\n+\n+ [BackgroundDependencyLoader(true)]\n+ private void load(TauRulesetConfigManager config)\n+ {\n+ config?.BindWith(TauRulesetSettings.KiaiEffect, effect);\n+ }\n+\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n@@ -99,6 +120,7 @@ protected override void UpdateAfterChildren()\n// Angle calc\nfloat difference = (nextNode.Angle - currentNode.Angle) % 360;\n+\nif (difference > 180) difference -= 360;\nelse if (difference < -180) difference += 360;\n@@ -116,7 +138,6 @@ protected override void UpdateAfterChildren()\npath.AddVertex(Extensions.GetCircularPosition((float)(progress * 384), HitObject.Nodes.Last().Angle));\n}\n-\npath.Position = path.Vertices.Any() ? path.Vertices.First() : new Vector2(0);\npath.OriginPosition = path.Vertices.Any() ? path.PositionInBoundingBox(path.Vertices.First()) : base.OriginPosition;\n@@ -128,13 +149,75 @@ protected override void UpdateAfterChildren()\n{\ntotalTimeHeld += Time.Elapsed;\nisBeingHit = true;\n+\n+ if (!HitObject.Kiai)\n+ return;\n+\n+ var angle = Vector2.Zero.GetDegreesFromPosition(path.Position);\n+ Drawable particle = Empty();\n+ const int duration = 1500;\n+\n+ switch (effect.Value)\n+ {\n+ case KiaiType.Turbulent:\n+ {\n+ for (int i = 0; i < 3; i++)\n+ {\n+ particle = new Particle\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Position = Extensions.GetCircularPosition(380, angle),\n+ Velocity = Extensions.GetCircularPosition(380, randomBetween(angle - 40, angle + 40)),\n+ Size = new Vector2(RNG.NextSingle(1, 3)),\n+ Blending = BlendingParameters.Additive,\n+ Rotation = RNG.NextSingle(0, 360),\n+ Colour = TauPlayfield.ACCENT_COLOR,\n+ Clock = new FramedClock()\n+ };\n+ }\n+\n+ break;\n+ }\n+\n+ case KiaiType.Classic:\n+ particle = new Box\n+ {\n+ Position = Extensions.GetCircularPosition(380, angle),\n+ Rotation = (float)RNG.NextDouble() * 360f,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.BottomCentre,\n+ Size = new Vector2(RNG.Next(1, 10)),\n+ Clock = new FramedClock(),\n+ Blending = BlendingParameters.Additive,\n+ Colour = TauPlayfield.ACCENT_COLOR\n+ };\n+\n+ particle.MoveTo(Extensions.GetCircularPosition(RNG.NextSingle() * 50 + 390, angle), duration, Easing.OutQuint)\n+ .ResizeTo(new Vector2(RNG.NextSingle(0, 5)), duration, Easing.OutQuint);\n+\n+ break;\n+ }\n+\n+ particle.FadeOut(duration).Then().Expire();\n+ playfield.SliderParticleEmitter.Add(particle);\n+\n+ float randomBetween(float smallNumber, float bigNumber)\n+ {\n+ float diff = bigNumber - smallNumber;\n+\n+ return ((float)RNG.NextDouble() * diff) + smallNumber;\n+ }\n}\n}\nprivate bool isBeingHit;\npublic bool OnPressed(TauAction action) => HitActions.Contains(action) && !isBeingHit;\n- public void OnReleased(TauAction action) { }\n+\n+ public void OnReleased(TauAction action)\n+ {\n+ }\nprotected override void UpdateHitStateTransforms(ArmedState state)\n{\n@@ -150,6 +233,7 @@ protected override void UpdateHitStateTransforms(ArmedState state)\ncase ArmedState.Hit:\ncase ArmedState.Miss:\nExpire();\n+\nbreak;\n}\n}\n"
},
{
"change_type": "RENAME",
"old_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualization.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Components/PlayfieldVisualisation.cs",
"diff": ""
},
{
"change_type": "RENAME",
"old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/DrawableTauRuleset.cs",
"diff": ""
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauSettingsSubsection.cs",
"diff": "@@ -41,6 +41,11 @@ private void load()\nLabelText = \"Beat Size\",\nCurrent = config.GetBindable<float>(TauRulesetSettings.BeatSize),\nKeyboardStep = 1f\n+ },\n+ new SettingsEnumDropdown<KiaiType>\n+ {\n+ LabelText = \"Kiai Effect\",\n+ Current = config.GetBindable<KiaiType>(TauRulesetSettings.KiaiEffect),\n}\n};\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"new_path": "osu.Game.Rulesets.Tau/osu.Game.Rulesets.Tau.csproj",
"diff": "<EmbeddedResource Include=\"Resources\\**\" />\n</ItemGroup>\n<ItemGroup>\n- <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.1121.0\"/>\n+ <PackageReference Include=\"ppy.osu.Game\" Version=\"2020.1216.0\" />\n</ItemGroup>\n<ItemGroup>\n<Folder Include=\"Resources\\Samples\\Gameplay\" />\n"
}
]
| C# | MIT License | taulazer/tau | Add new kiai effect. |
664,874 | 16.12.2020 13:56:39 | -3,600 | a56b22ba2e1e94c7afccec12c8c477285dcf8313 | Reduce particle amount for now | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -192,7 +192,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < 20; i++)\n+ for (int i = 0; i < 10; i++)\n{\nSliderParticleEmitter.AddParticle(sAngle, result.Type);\n}\n@@ -224,7 +224,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < 20; i++)\n+ for (int i = 0; i < 10; i++)\n{\nSliderParticleEmitter.AddParticle(angle, result.Type);\n}\n@@ -254,7 +254,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (effect.Value)\n{\ncase KiaiType.Turbulent:\n- for (int i = 0; i < 300; i++)\n+ for (int i = 0; i < 100; i++)\n{\nvar randomAngle = RNG.NextSingle(0, 360);\n"
}
]
| C# | MIT License | taulazer/tau | Reduce particle amount for now |
664,874 | 16.12.2020 16:47:32 | -3,600 | 34ec9c747ccd378a26b56ebd1678a36d879975fb | Pool sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -22,6 +22,10 @@ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction\npublic new Slider HitObject => base.HitObject as Slider;\n+ public DrawableSlider() : this(null)\n+ {\n+ }\n+\npublic DrawableSlider(TauHitObject obj)\n: base(obj)\n{\n@@ -56,6 +60,12 @@ public DrawableSlider(TauHitObject obj)\n});\n}\n+ protected override void OnApply()\n+ {\n+ base.OnApply();\n+ totalTimeHeld = 0;\n+ }\n+\nprotected override void CheckForResult(bool userTriggered, double timeOffset)\n{\nDebug.Assert(HitObject.HitWindows != null);\n@@ -144,7 +154,6 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n{\ncase ArmedState.Idle:\nLifetimeStart = HitObject.StartTime - HitObject.TimePreempt;\n-\nbreak;\ncase ArmedState.Hit:\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"new_path": "osu.Game.Rulesets.Tau/Replays/TauAutoGenerator.cs",
"diff": "@@ -57,7 +57,7 @@ public override Replay Generate()\n{\ncase Slider slider:\n//Make the cursor stay at the last note's position if there's enough time between the notes\n- if (i > 0 && h.StartTime - Beatmap.HitObjects[i - 1].GetEndTime() > reaction_time)\n+ if (i > 0 && h.StartTime - lastTime > reaction_time)\n{\nReplay.Frames.Add(new TauReplayFrame(h.StartTime - reaction_time, Extensions.GetCircularPosition(cursor_distance, prevAngle) + new Vector2(offset)));\n@@ -71,6 +71,7 @@ public override Replay Generate()\n}\nReplay.Frames.Add(new TauReplayFrame(h.GetEndTime() + releaseDelay, ((TauReplayFrame)Replay.Frames.Last()).Position));\nprevAngle = slider.Nodes.Last().Angle;\n+ lastTime = h.GetEndTime() + releaseDelay;\nbreak;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauDrawableRuleset.cs",
"diff": "@@ -25,11 +25,7 @@ public DrawableTauRuleset(TauRuleset ruleset, IBeatmap beatmap, IReadOnlyList<Mo\nprotected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TauFramedReplayInputHandler(replay);\n- public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h)\n- {\n- if (h is Slider) return new DrawableSlider(h);\n- return null;\n- }\n+ public override DrawableHitObject<TauHitObject> CreateDrawableRepresentation(TauHitObject h) => null;\nprotected override PassThroughInputManager CreateInputManager() => new TauInputManager(Ruleset?.RulesetInfo);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -117,6 +117,7 @@ private void load(TauRulesetConfigManager config)\nRegisterPool<Beat, DrawableBeat>(10);\nRegisterPool<HardBeat, DrawableHardBeat>(5);\n+ RegisterPool<Slider, DrawableSlider>(3);\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n"
}
]
| C# | MIT License | taulazer/tau | Pool sliders |
664,874 | 18.12.2020 22:47:33 | -3,600 | 4360633eef4d8368cc2c49b7aa7fdd8eed0f4413 | Add basic slider feedback | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Game.Rulesets.Objects;\nusing osu.Framework.Input.Bindings;\nusing osu.Game.Rulesets.Objects.Drawables;\n+using osu.Framework.Allocation;\n+using osu.Game.Rulesets.Tau.UI;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -22,6 +24,9 @@ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction\npublic new Slider HitObject => base.HitObject as Slider;\n+ [Resolved]\n+ private TauPlayfield playfield { get; set; }\n+\npublic DrawableSlider() : this(null)\n{\n}\n@@ -136,9 +141,17 @@ protected override void UpdateAfterChildren()\nif (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\n+ playfield.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position), HitObject.Kiai);\ntotalTimeHeld += Time.Elapsed;\nisBeingHit = true;\n}\n+\n+ if (AllJudged) return;\n+\n+ if (isBeingHit)\n+ playfield.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration));\n+ else\n+ playfield.AdjustRingGlow(0);\n}\nprivate bool isBeingHit;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/KiaiHitExplosion.cs",
"diff": "@@ -19,7 +19,7 @@ public class KiaiHitExplosion : CompositeDrawable\n/// </summary>\npublic float Angle;\n- public KiaiHitExplosion(Color4 colour, bool circular = false)\n+ public KiaiHitExplosion(Color4 colour, bool circular = false, int particleAmount = 10)\n{\nthis.circular = circular;\nvar rng = new Random();\n@@ -30,9 +30,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\nif (circular)\n{\n- const int particle_count = 50;\n-\n- for (int i = 0; i < particle_count; i++)\n+ for (int i = 0; i < particleAmount; i++)\n{\nparticles.Add(new Box\n{\n@@ -48,9 +46,7 @@ public KiaiHitExplosion(Color4 colour, bool circular = false)\n}\nelse\n{\n- const int particle_count = 10;\n-\n- for (int i = 0; i < particle_count; i++)\n+ for (int i = 0; i < particleAmount; i++)\n{\nparticles.Add(new Box\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Framework.Extensions.Color4Extensions;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n+using osu.Framework.Graphics.Effects;\nusing osu.Framework.Graphics.Pooling;\nusing osu.Framework.Graphics.Shapes;\nusing osu.Game.Beatmaps;\n@@ -41,6 +42,8 @@ public class TauPlayfield : Playfield\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n+ private readonly CircularContainer ring;\n+\npublic TauPlayfield(BeatmapDifficulty difficulty)\n{\nRelativeSizeAxes = Axes.None;\n@@ -73,7 +76,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nOrigin = Anchor.Centre,\nChildren = new Drawable[]\n{\n- new CircularContainer\n+ ring= new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\n@@ -81,6 +84,12 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nMasking = true,\nBorderThickness = 3,\nBorderColour = ACCENT_COLOR.Opacity(0.5f),\n+ EdgeEffect = new EdgeEffectParameters{\n+ Hollow = true,\n+ Colour = Color4.Transparent,\n+ Radius = 20,\n+ Type = EdgeEffectType.Glow,\n+ },\nChild = new Box\n{\nRelativeSizeAxes = Axes.Both,\n@@ -149,6 +158,28 @@ private void updateVisuals()\n[Resolved]\nprivate OsuColour colour { get; set; }\n+ public void CreateSliderEffect(float angle, bool kiai)\n+ {\n+ if ((int)Time.Current % (kiai ? 8 : 16) != 0) return;\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(ACCENT_COLOR, particleAmount: 1)\n+ {\n+ Position = Extensions.GetCircularPosition(.5f, angle),\n+ Angle = angle,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre\n+ });\n+ }\n+\n+ private float cacheProgress;\n+ public void AdjustRingGlow(float progress)\n+ {\n+ if (cacheProgress == progress) return;\n+ cacheProgress = progress;\n+ ring.FinishTransforms();\n+ ring.FadeEdgeEffectTo(ACCENT_COLOR.Opacity(progress), progress == 0 ? 200 : 0);\n+ }\n+\n+\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\nhitPolicy.HandleHit(judgedObject);\n@@ -165,6 +196,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (judgedObject)\n{\ncase DrawableSlider slider:\n+ ring.FadeEdgeEffectTo(ACCENT_COLOR.Opacity(0), 200);\nvar sAngle = slider.HitObject.Nodes.Last().Angle;\nexplosion.Position = Extensions.GetCircularPosition(.6f, sAngle);\nexplosion.Rotation = sAngle;\n"
}
]
| C# | MIT License | taulazer/tau | Add basic slider feedback |
664,874 | 20.12.2020 13:56:50 | -3,600 | 95c7f659296715ef214a9ff9960f0fb6645f32d9 | Localized fade effect while hitting sliders | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -149,9 +149,9 @@ protected override void UpdateAfterChildren()\nif (AllJudged) return;\nif (isBeingHit)\n- playfield.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration));\n+ playfield.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration), Vector2.Zero.GetDegreesFromPosition(path.Position));\nelse\n- playfield.AdjustRingGlow(0);\n+ playfield.AdjustRingGlow(0, Vector2.Zero.GetDegreesFromPosition(path.Position));\n}\nprivate bool isBeingHit;\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "using osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Cursor;\nusing osu.Framework.Graphics.Shapes;\n+using osu.Framework.Graphics.Textures;\nusing osu.Framework.Graphics.UserInterface;\nusing osu.Framework.Input.Events;\nusing osu.Game.Beatmaps;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osuTK;\nusing osuTK.Graphics;\n+using SixLabors.ImageSharp;\n+using SixLabors.ImageSharp.PixelFormats;\nnamespace osu.Game.Rulesets.Tau.UI.Cursor\n{\n@@ -21,8 +24,7 @@ public class TauCursor : CompositeDrawable\nprivate readonly float angleRange;\n- private readonly Paddle paddle;\n- private readonly AbsoluteCursor cursor;\n+ public readonly Paddle PaddleDrawable;\npublic TauCursor(BeatmapDifficulty difficulty)\n{\n@@ -32,8 +34,8 @@ public TauCursor(BeatmapDifficulty difficulty)\nAnchor = Anchor.Centre;\nRelativeSizeAxes = Axes.Both;\n- AddInternal(paddle = new Paddle(angleRange));\n- AddInternal(cursor = new AbsoluteCursor());\n+ AddInternal(PaddleDrawable = new Paddle(angleRange));\n+ AddInternal(new AbsoluteCursor());\n}\n[BackgroundDependencyLoader]\n@@ -44,14 +46,14 @@ private void load(IBindable<WorkingBeatmap> beatmap)\npublic bool CheckForValidation(float angle)\n{\n- var angleDiff = Extensions.GetDeltaAngle(paddle.Rotation, angle);\n+ var angleDiff = Extensions.GetDeltaAngle(PaddleDrawable.Rotation, angle);\nreturn Math.Abs(angleDiff) <= angleRange / 2;\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n{\n- paddle.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\n+ PaddleDrawable.Rotation = ScreenSpaceDrawQuad.Centre.GetDegreesFromPosition(e.ScreenSpaceMousePosition);\nreturn base.OnMouseMove(e);\n}\n@@ -64,6 +66,8 @@ public class Paddle : CompositeDrawable\nprivate readonly Box bottomLine;\nprivate readonly CircularContainer circle;\n+ public readonly PaddleGlow Glow;\n+\npublic Paddle(float angleRange)\n{\nRelativeSizeAxes = Axes.Both;\n@@ -77,12 +81,15 @@ public Paddle(float angleRange)\nnew CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\n- Masking = true,\n+ //Masking = true,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nColour = TauPlayfield.ACCENT_COLOR,\nChildren = new Drawable[]\n{\n+ Glow = new PaddleGlow(angleRange){\n+ Alpha = 0\n+ },\nnew CircularProgress\n{\nRelativeSizeAxes = Axes.Both,\n@@ -90,7 +97,7 @@ public Paddle(float angleRange)\nOrigin = Anchor.Centre,\nCurrent = new BindableDouble(angleRange / 360),\nInnerRadius = 0.05f,\n- Rotation = -angleRange / 2\n+ Rotation = -angleRange / 2,\n},\nbottomLine = new Box\n{\n@@ -178,5 +185,60 @@ protected override void UpdateAfterChildren()\nActiveCursor.Rotation += (float)Time.Elapsed / 5;\n}\n}\n+\n+ public class PaddleGlow : CompositeDrawable\n+ {\n+ private readonly Texture gradientTextureBoth;\n+ public PaddleGlow(float angleRange)\n+ {\n+ const int width = 128;\n+\n+ var image = new Image<Rgba32>(width, width);\n+\n+ gradientTextureBoth = new Texture(width, width, true);\n+\n+ for (int i = 0; i < width; ++i)\n+ {\n+ for (int j = 0; j < width; ++j)\n+ {\n+ float brightness = (float)i / (width - 1);\n+ float brightness2 = (float)j / (width - 1);\n+ image[i, j] = new Rgba32(\n+ 255,\n+ 255,\n+ 255,\n+ (byte)(255 - (1 + brightness2 - brightness) / 2 * 255));\n+ }\n+ }\n+\n+ gradientTextureBoth.SetData(new TextureUpload(image));\n+\n+ RelativeSizeAxes = Axes.Both;\n+ Size = new Vector2(1.5f);\n+ Anchor = Anchor.Centre;\n+ Origin = Anchor.Centre;\n+ InternalChildren = new Drawable[]{\n+ new CircularProgress{\n+ RelativeSizeAxes = Axes.Both,\n+ Size = new Vector2(.675f),\n+ InnerRadius = 0.005f,\n+ Rotation = -5f,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Current = new BindableDouble(10f/ 360),\n+ },\n+ new CircularProgress\n+ {\n+ RelativeSizeAxes = Axes.Both,\n+ InnerRadius = 0.325f,\n+ Rotation = -5f,\n+ Texture = gradientTextureBoth,\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ Current = new BindableDouble(10f / 360),\n+ }\n+ };\n+ }\n+ }\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "@@ -84,12 +84,6 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nMasking = true,\nBorderThickness = 3,\nBorderColour = ACCENT_COLOR.Opacity(0.5f),\n- EdgeEffect = new EdgeEffectParameters{\n- Hollow = true,\n- Colour = Color4.Transparent,\n- Radius = 20,\n- Type = EdgeEffectType.Glow,\n- },\nChild = new Box\n{\nRelativeSizeAxes = Axes.Both,\n@@ -171,12 +165,13 @@ public void CreateSliderEffect(float angle, bool kiai)\n}\nprivate float cacheProgress;\n- public void AdjustRingGlow(float progress)\n+ public void AdjustRingGlow(float progress, float angle)\n{\nif (cacheProgress == progress) return;\ncacheProgress = progress;\n- ring.FinishTransforms();\n- ring.FadeEdgeEffectTo(ACCENT_COLOR.Opacity(progress), progress == 0 ? 200 : 0);\n+ cursor.PaddleDrawable.Glow.FinishTransforms();\n+ cursor.PaddleDrawable.Glow.FadeTo(progress, progress == 0 ? 200 : 0);\n+ cursor.PaddleDrawable.Glow.Rotation = angle - cursor.PaddleDrawable.Rotation;\n}\n@@ -196,7 +191,7 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nswitch (judgedObject)\n{\ncase DrawableSlider slider:\n- ring.FadeEdgeEffectTo(ACCENT_COLOR.Opacity(0), 200);\n+ cursor.PaddleDrawable.Glow.FadeOut(200);\nvar sAngle = slider.HitObject.Nodes.Last().Angle;\nexplosion.Position = Extensions.GetCircularPosition(.6f, sAngle);\nexplosion.Rotation = sAngle;\n"
}
]
| C# | MIT License | taulazer/tau | Localized fade effect while hitting sliders |
664,859 | 21.12.2020 11:17:27 | 18,000 | acdf19393b6665e2c5f57e49d937ad4a1180432e | Animate angle on glow. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -87,7 +87,8 @@ public Paddle(float angleRange)\nColour = TauPlayfield.ACCENT_COLOR,\nChildren = new Drawable[]\n{\n- Glow = new PaddleGlow(angleRange){\n+ Glow = new PaddleGlow(angleRange)\n+ {\nAlpha = 0\n},\nnew CircularProgress\n@@ -188,14 +189,13 @@ protected override void UpdateAfterChildren()\npublic class PaddleGlow : CompositeDrawable\n{\n- private readonly Texture gradientTextureBoth;\npublic PaddleGlow(float angleRange)\n{\nconst int width = 128;\nvar image = new Image<Rgba32>(width, width);\n- gradientTextureBoth = new Texture(width, width, true);\n+ var gradientTextureBoth = new Texture(width, width, true);\nfor (int i = 0; i < width; ++i)\n{\n@@ -203,6 +203,7 @@ public PaddleGlow(float angleRange)\n{\nfloat brightness = (float)i / (width - 1);\nfloat brightness2 = (float)j / (width - 1);\n+\nimage[i, j] = new Rgba32(\n255,\n255,\n@@ -217,17 +218,20 @@ public PaddleGlow(float angleRange)\nSize = new Vector2(1.5f);\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n- InternalChildren = new Drawable[]{\n- new CircularProgress{\n+\n+ InternalChildren = new Drawable[]\n+ {\n+ Line = new CircularProgress\n+ {\nRelativeSizeAxes = Axes.Both,\n- Size = new Vector2(.675f),\n- InnerRadius = 0.005f,\n+ Size = new Vector2(.68f),\n+ InnerRadius = 0.01f,\nRotation = -5f,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Current = new BindableDouble(10f/ 360),\n+ Current = new BindableDouble(8f / 360),\n},\n- new CircularProgress\n+ Glow = new CircularProgress\n{\nRelativeSizeAxes = Axes.Both,\nInnerRadius = 0.325f,\n@@ -235,10 +239,13 @@ public PaddleGlow(float angleRange)\nTexture = gradientTextureBoth,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Current = new BindableDouble(10f / 360),\n+ Current = new BindableDouble(8f / 360),\n}\n};\n}\n+\n+ public CircularProgress Line;\n+ public CircularProgress Glow;\n}\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Framework.Extensions.Color4Extensions;\nusing osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\n-using osu.Framework.Graphics.Effects;\n-using osu.Framework.Graphics.Pooling;\nusing osu.Framework.Graphics.Shapes;\n+using osu.Framework.Utils;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\nusing osu.Game.Graphics;\n@@ -155,6 +154,7 @@ private void updateVisuals()\npublic void CreateSliderEffect(float angle, bool kiai)\n{\nif ((int)Time.Current % (kiai ? 8 : 16) != 0) return;\n+\nkiaiExplosionContainer.Add(new KiaiHitExplosion(ACCENT_COLOR, particleAmount: 1)\n{\nPosition = Extensions.GetCircularPosition(.5f, angle),\n@@ -165,15 +165,23 @@ public void CreateSliderEffect(float angle, bool kiai)\n}\nprivate float cacheProgress;\n+\npublic void AdjustRingGlow(float progress, float angle)\n{\nif (cacheProgress == progress) return;\ncacheProgress = progress;\n- cursor.PaddleDrawable.Glow.FinishTransforms();\n- cursor.PaddleDrawable.Glow.FadeTo(progress, progress == 0 ? 200 : 0);\n- cursor.PaddleDrawable.Glow.Rotation = angle - cursor.PaddleDrawable.Rotation;\n- }\n+ var glow = cursor.PaddleDrawable.Glow;\n+ glow.FinishTransforms();\n+\n+ glow.FadeTo(progress, progress == 0 ? 200 : 0);\n+ glow.Rotation = angle - cursor.PaddleDrawable.Rotation;\n+\n+ glow.Line.Current.Value = Interpolation.ValueAt(progress, 0, 8f / 360, 0, 1, Easing.In);\n+ glow.Glow.Current.Value = Interpolation.ValueAt(progress, 0, 8f / 360, 0, 1, Easing.In);\n+ glow.Glow.Size = Interpolation.ValueAt(progress, new Vector2(0.6f), new Vector2(1.01f), 0, 1, Easing.In);\n+ glow.Glow.InnerRadius = Interpolation.ValueAt(progress, 0, 0.325f, 0, 1, Easing.In);\n+ }\nprivate void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\n{\n@@ -204,7 +212,9 @@ private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre\n});\n+\nbreak;\n+\ncase DrawableBeat beat:\nvar angle = beat.HitObject.Angle;\nexplosion.Position = Extensions.GetCircularPosition(.6f, angle);\n"
}
]
| C# | MIT License | taulazer/tau | Animate angle on glow. |
664,859 | 22.12.2020 09:01:44 | 18,000 | 61f88ea6867e5dc83c8dcce3ac8a6b883ad464ef | Fix null reference on tests | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "@@ -24,7 +24,7 @@ public class DrawableSlider : DrawableTauHitObject, IKeyBindingHandler<TauAction\npublic new Slider HitObject => base.HitObject as Slider;\n- [Resolved]\n+ [Resolved(CanBeNull = true)]\nprivate TauPlayfield playfield { get; set; }\npublic DrawableSlider() : this(null)\n@@ -141,7 +141,7 @@ protected override void UpdateAfterChildren()\nif (IsWithinPaddle && TauActionInputManager.PressedActions.Any(x => HitActions.Contains(x)))\n{\n- playfield.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position), HitObject.Kiai);\n+ playfield?.CreateSliderEffect(Vector2.Zero.GetDegreesFromPosition(path.Position), HitObject.Kiai);\ntotalTimeHeld += Time.Elapsed;\nisBeingHit = true;\n}\n@@ -149,9 +149,9 @@ protected override void UpdateAfterChildren()\nif (AllJudged) return;\nif (isBeingHit)\n- playfield.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration), Vector2.Zero.GetDegreesFromPosition(path.Position));\n+ playfield?.AdjustRingGlow((float)(totalTimeHeld / HitObject.Duration), Vector2.Zero.GetDegreesFromPosition(path.Position));\nelse\n- playfield.AdjustRingGlow(0, Vector2.Zero.GetDegreesFromPosition(path.Position));\n+ playfield?.AdjustRingGlow(0, Vector2.Zero.GetDegreesFromPosition(path.Position));\n}\nprivate bool isBeingHit;\n"
}
]
| C# | MIT License | taulazer/tau | Fix null reference on tests |
664,859 | 22.12.2020 13:16:57 | 18,000 | c0b2e1660bd6d15b062e41010f60a8365bb47284 | Add basic skinning | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneBeat.cs",
"diff": "using osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n-using osu.Game.Tests.Visual;\n-using osuTK;\nnamespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneBeat : OsuTestScene\n+ public class TestSceneBeat : TauSkinnableTestScene\n{\n- private readonly Container content;\n- protected override Container<Drawable> Content => content;\n-\nprivate int depthIndex;\npublic TestSceneBeat()\n{\n- base.Content.Add(content = new TauInputManager(new RulesetInfo { ID = 0 })\n- {\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Size = new Vector2(768),\n- RelativeSizeAxes = Axes.None,\n- Scale = new Vector2(.6f)\n- });\n-\n- AddStep(\"Miss Single\", () => testSingle());\n- AddStep(\"Hit Single\", () => testSingle(true));\n- AddStep(\"Miss Stream\", () => testStream());\n- AddStep(\"Hit Stream\", () => testStream(true));\n+ AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\n+ AddStep(\"Miss Stream\", () => SetContents(() => testStream()));\n+ AddStep(\"Hit Stream\", () => SetContents(() => testStream(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject hitObject && hitObject.AllJudged == false));\n}\n- private void testSingle(bool auto = false, double timeOffset = 0, float angle = 0)\n+ private Drawable testSingle(bool auto = false, double timeOffset = 0, float angle = 0)\n{\nvar beat = new Beat\n{\n@@ -48,20 +34,27 @@ private void testSingle(bool auto = false, double timeOffset = 0, float angle =\nbeat.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty());\n- Add(new TestDrawableBeat(beat, auto)\n+ return new TestDrawableBeat(beat, auto)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nDepth = depthIndex++\n- });\n+ };\n}\n- private void testStream(bool auto = false)\n+ private Drawable testStream(bool auto = false)\n+ {\n+ var playfield = new Container\n{\n+ RelativeSizeAxes = Axes.Both,\n+ };\n+\nfor (int i = 0; i <= 1000; i += 100)\n{\n- testSingle(auto, i, i / 10f);\n+ playfield.Add(testSingle(auto, i, i / 10f));\n}\n+\n+ return playfield;\n}\nprivate class TestDrawableBeat : DrawableBeat\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/beat.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/beat.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/beat.png differ\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/beat.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/beat.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/beat.png differ\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj",
"new_path": "osu.Game.Rulesets.Tau.Tests/osu.Game.Rulesets.Tau.Tests.csproj",
"diff": "<TargetFramework>netcoreapp3.1</TargetFramework>\n<RootNamespace>osu.Game.Rulesets.Tau.Tests</RootNamespace>\n</PropertyGroup>\n+ <ItemGroup>\n+ <EmbeddedResource Include=\"Resources\\**\\*\" />\n+ </ItemGroup>\n</Project>\n\\ No newline at end of file\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableBeat.cs",
"diff": "using osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Configuration;\n+using osu.Game.Rulesets.Tau.Skinning.Default;\n+using osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -18,7 +20,7 @@ namespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\npublic class DrawableBeat : DrawableTauHitObject, IKeyBindingHandler<TauAction>\n{\n- public Container Box;\n+ public CompositeDrawable Box;\npublic Container IntersectArea;\nprivate bool validActionPressed;\n@@ -55,10 +57,7 @@ private void load(TauRulesetConfigManager config)\nAlpha = 0.05f,\nChildren = new Drawable[]\n{\n- new Box\n- {\n- RelativeSizeAxes = Axes.Both\n- },\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Beat), _ => new BeatPiece(), null, ConfineMode.ScaleToFit),\nIntersectArea = new Container\n{\nSize = new Vector2(16),\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"new_path": "osu.Game.Rulesets.Tau/TauRuleset.cs",
"diff": "using osu.Game.Rulesets.Tau.Mods;\nusing osu.Game.Rulesets.Tau.Replays;\nusing osu.Game.Rulesets.Tau.Scoring;\n+using osu.Game.Rulesets.Tau.Skinning.Legacy;\nusing osu.Game.Rulesets.Tau.UI;\nusing osu.Game.Rulesets.UI;\nusing osu.Game.Scoring;\nusing osu.Game.Screens.Ranking.Statistics;\n+using osu.Game.Skinning;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau\n{\npublic class TauRuleset : Ruleset\n{\n- public override string Description => \"tau\";\n+ public const string SHORT_NAME = \"tau\";\n+ public override string Description => SHORT_NAME;\npublic override DrawableRuleset CreateDrawableRulesetWith(IBeatmap beatmap, IReadOnlyList<Mod> mods = null) =>\nnew DrawableTauRuleset(this, beatmap, mods);\n@@ -87,7 +90,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\n}\n}\n- public override string ShortName => \"tau\";\n+ public override string ShortName => SHORT_NAME;\npublic override string PlayingVerb => \"Hitting beats\";\n@@ -160,6 +163,8 @@ public override IEnumerable<Mod> GetModsFor(ModType type)\npublic override IBeatmapProcessor CreateBeatmapProcessor(IBeatmap beatmap) => new BeatmapProcessor(beatmap);\n+ public override ISkin CreateLegacySkinProvider(ISkinSource source, IBeatmap beatmap) => new TauLegacySkinTransformer(source);\n+\nprotected override IEnumerable<HitResult> GetValidHitResults()\n{\nreturn new[]\n"
}
]
| C# | MIT License | taulazer/tau | Add basic skinning |
664,859 | 22.12.2020 15:38:26 | 18,000 | 7b1854889dbf5712f76a983ac838726852565ab3 | Add LegacyPlayfield | [
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-background.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-background.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-background.png differ\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-overlay.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-overlay.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/field-overlay.png differ\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-background.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-background.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-background.png differ\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-overlay.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-overlay.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/field-overlay.png differ\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs",
"new_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs",
"diff": "{\npublic enum TauSkinComponents\n{\n- Beat\n+ Beat,\n+ Playfield\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Framework.Graphics;\nusing osu.Framework.Graphics.Containers;\nusing osu.Framework.Graphics.Shapes;\n-using osu.Framework.Logging;\nusing osu.Framework.Utils;\nusing osu.Game.Beatmaps;\nusing osu.Game.Beatmaps.ControlPoints;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Scoring;\n+using osu.Game.Rulesets.Tau.Skinning.Default;\nusing osu.Game.Rulesets.Tau.UI.Components;\nusing osu.Game.Rulesets.Tau.UI.Cursor;\nusing osu.Game.Rulesets.UI;\n+using osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -34,7 +35,6 @@ namespace osu.Game.Rulesets.Tau.UI\n[Cached]\npublic class TauPlayfield : Playfield\n{\n- private readonly Circle playfieldBackground;\nprivate readonly TauCursor cursor;\nprivate readonly Container judgementLayer;\nprivate readonly Container<KiaiHitExplosion> kiaiExplosionContainer;\n@@ -67,37 +67,7 @@ public TauPlayfield(BeatmapDifficulty difficulty)\nOrigin = Anchor.Centre,\n},\nnew VisualisationContainer(),\n- playfieldBackground = new Circle\n- {\n- Colour = Color4.Black,\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- },\n- new Container\n- {\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Children = new Drawable[]\n- {\n- ring = new CircularContainer\n- {\n- RelativeSizeAxes = Axes.Both,\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Masking = true,\n- BorderThickness = 3,\n- BorderColour = ACCENT_COLOR.Opacity(0.5f),\n- Child = new Box\n- {\n- RelativeSizeAxes = Axes.Both,\n- AlwaysPresent = true,\n- Alpha = 0,\n- }\n- },\n- }\n- },\n+ new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.Playfield), _ => new PlayfieldPiece()),\nHitObjectContainer,\ncursor,\nkiaiExplosionContainer = new Container<KiaiHitExplosion>\n@@ -127,14 +97,9 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\njudgementLayer.Add(judgement.GetProxyAboveHitObjectsContent());\n}\n- protected Bindable<float> PlayfieldDimLevel = new Bindable<float>(0.3f); // Change the default as you see fit\n-\n- [BackgroundDependencyLoader(true)]\n- private void load(TauRulesetConfigManager config)\n+ [BackgroundDependencyLoader]\n+ private void load()\n{\n- config?.BindWith(TauRulesetSettings.PlayfieldDim, PlayfieldDimLevel);\n- PlayfieldDimLevel.ValueChanged += _ => updateVisuals();\n-\nRegisterPool<Beat, DrawableBeat>(10);\nRegisterPool<HardBeat, DrawableHardBeat>(5);\nRegisterPool<Slider, DrawableSlider>(3);\n@@ -153,17 +118,6 @@ protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObje\nprotected override HitObjectLifetimeEntry CreateLifetimeEntry(HitObject hitObject) => new TauHitObjectLifetimeEntry(hitObject);\n- protected override void LoadComplete()\n- {\n- base.LoadComplete();\n- updateVisuals();\n- }\n-\n- private void updateVisuals()\n- {\n- playfieldBackground.FadeTo(PlayfieldDimLevel.Value, 100);\n- }\n-\npublic bool CheckIfWeCanValidate(float angle) => cursor.CheckForValidation(angle);\n[Resolved]\n"
}
]
| C# | MIT License | taulazer/tau | Add LegacyPlayfield |
664,859 | 22.12.2020 16:11:20 | 18,000 | 92ccb35971da7d3e2ad92a84f0d57fbdd7db6cf2 | Add LegacyHardBeat | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeats.cs",
"new_path": "osu.Game.Rulesets.Tau.Tests/Objects/TestSceneHardBeats.cs",
"diff": "using osu.Game.Rulesets.Scoring;\nusing osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\n-using osu.Game.Tests.Visual;\nusing osuTK;\nnamespace osu.Game.Rulesets.Tau.Tests.Objects\n{\n[TestFixture]\n- public class TestSceneHardBeat : OsuTestScene\n+ public class TestSceneHardBeat : TauSkinnableTestScene\n{\n- private readonly Container content;\n- protected override Container<Drawable> Content => content;\n-\nprivate int depthIndex;\npublic TestSceneHardBeat()\n{\n- base.Content.Add(content = new TauInputManager(new RulesetInfo { ID = 0 })\n- {\n- Anchor = Anchor.Centre,\n- Origin = Anchor.Centre,\n- Size = new Vector2(768),\n- RelativeSizeAxes = Axes.None,\n- Scale = new Vector2(.6f)\n- });\n-\n- AddStep(\"Miss Single\", () => testSingle());\n- AddStep(\"Hit Single\", () => testSingle(true));\n+ AddStep(\"Miss Single\", () => SetContents(() => testSingle()));\n+ AddStep(\"Hit Single\", () => SetContents(() => testSingle(true)));\nAddUntilStep(\"Wait for object despawn\", () => !Children.Any(h => h is DrawableTauHitObject && (h as DrawableTauHitObject).AllJudged == false));\n}\n- private void testSingle(bool auto = false)\n+ private Drawable testSingle(bool auto = false)\n{\nvar circle = new HardBeat\n{\n@@ -45,12 +32,19 @@ private void testSingle(bool auto = false)\ncircle.ApplyDefaults(new ControlPointInfo(), new BeatmapDifficulty { });\n- Add(new TestDrawableHardBeat(circle, auto)\n+ return new Container\n+ {\n+ Anchor = Anchor.Centre,\n+ Origin = Anchor.Centre,\n+ RelativeSizeAxes = Axes.Both,\n+ Size = new Vector2(0.6f),\n+ Child = new TestDrawableHardBeat(circle, auto)\n{\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nDepth = depthIndex++,\n- });\n+ }\n+ };\n}\nprivate class TestDrawableHardBeat : DrawableHardBeat\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/hard-beat.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/hard-beat.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/metrics-skin/hard-beat.png differ\n"
},
{
"change_type": "ADD",
"old_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/hard-beat.png",
"new_path": "osu.Game.Rulesets.Tau.Tests/Resources/special-skin/hard-beat.png",
"diff": "Binary files /dev/null and b/osu.Game.Rulesets.Tau.Tests/Resources/special-skin/hard-beat.png differ\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableHardBeat.cs",
"diff": "using osu.Game.Graphics;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Game.Rulesets.Scoring;\n+using osu.Game.Rulesets.Tau.Skinning.Default;\n+using osu.Game.Skinning;\nusing osuTK;\nusing osuTK.Graphics;\n@@ -20,7 +22,7 @@ public class DrawableHardBeat : DrawableTauHitObject, IKeyBindingHandler<TauActi\nTauAction.HardButton\n};\n- public CircularContainer Circle;\n+ public SkinnableDrawable Circle;\npublic DrawableHardBeat()\n: this(null)\n@@ -41,29 +43,7 @@ private void load()\nSize = Vector2.Zero;\nAlpha = 0f;\n- AddRangeInternal(new Drawable[]\n- {\n- Circle = new CircularContainer\n- {\n- RelativeSizeAxes = Axes.Both,\n- Size = new Vector2(1),\n- Masking = true,\n- BorderThickness = 5,\n- BorderColour = Color4.White,\n- Origin = Anchor.Centre,\n- Anchor = Anchor.Centre,\n- Alpha = 1f,\n- Children = new Drawable[]\n- {\n- new Box\n- {\n- RelativeSizeAxes = Axes.Both,\n- Alpha = 0,\n- AlwaysPresent = true\n- },\n- }\n- },\n- });\n+ AddInternal(Circle = new SkinnableDrawable(new TauSkinComponent(TauSkinComponents.HardBeat), _ => new HardBeatPiece(), null, ConfineMode.ScaleToFit));\nPosition = Vector2.Zero;\n}\n@@ -118,8 +98,6 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n.FadeColour(colour.ForHitResult(Result.Type), time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_hit);\n- Circle.TransformTo(nameof(Circle.BorderThickness), 0f, time_fade_hit);\n-\nbreak;\ncase ArmedState.Miss:\n@@ -127,8 +105,6 @@ protected override void UpdateHitStateTransforms(ArmedState state)\n.ResizeTo(1.1f, time_fade_hit, Easing.OutQuint)\n.FadeOut(time_fade_miss);\n- Circle.TransformTo(nameof(Circle.BorderThickness), 0f, time_fade_miss, Easing.OutQuint);\n-\nbreak;\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs",
"new_path": "osu.Game.Rulesets.Tau/TauSkinComponents.cs",
"diff": "public enum TauSkinComponents\n{\nBeat,\n- Playfield\n+ Playfield,\n+ HardBeat\n}\n}\n"
}
]
| C# | MIT License | taulazer/tau | Add LegacyHardBeat |
664,859 | 22.12.2020 20:16:55 | 18,000 | ba11149f0429c158f18caacbe6a6b256cef8af47 | Add colour skinning. | [
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"new_path": "osu.Game.Rulesets.Tau/Objects/Drawables/DrawableSlider.cs",
"diff": "using osu.Framework.Input.Bindings;\nusing osu.Game.Rulesets.Objects.Drawables;\nusing osu.Framework.Allocation;\n+using osu.Game.Rulesets.Tau.Skinning;\nusing osu.Game.Rulesets.Tau.UI;\n+using osu.Game.Skinning;\n+using osuTK.Graphics;\nnamespace osu.Game.Rulesets.Tau.Objects.Drawables\n{\n@@ -65,6 +68,12 @@ public DrawableSlider(TauHitObject obj)\n});\n}\n+ [BackgroundDependencyLoader]\n+ private void load(ISkinSource skin)\n+ {\n+ path.Colour = skin.GetConfig<TauSkinColour, Color4>(TauSkinColour.Slider)?.Value ?? Color4.White;\n+ }\n+\nprotected override void OnApply()\n{\nbase.OnApply();\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Skinning/Default/HardBeatPiece.cs",
"new_path": "osu.Game.Rulesets.Tau/Skinning/Default/HardBeatPiece.cs",
"diff": "@@ -20,6 +20,8 @@ public HardBeatPiece()\nRelativeSizeAxes = Axes.Both;\nAnchor = Anchor.Centre;\nOrigin = Anchor.Centre;\n+ FillAspectRatio = 1;\n+ FillMode = FillMode.Fit;\nChild = new Box\n{\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Skinning/Default/PlayfieldPiece.cs",
"new_path": "osu.Game.Rulesets.Tau/Skinning/Default/PlayfieldPiece.cs",
"diff": "@@ -13,6 +13,7 @@ namespace osu.Game.Rulesets.Tau.Skinning.Default\npublic class PlayfieldPiece : CompositeDrawable\n{\nprivate readonly Circle background;\n+ private readonly CircularContainer border;\npublic PlayfieldPiece()\n{\n@@ -30,14 +31,13 @@ public PlayfieldPiece()\nColour = Color4.Black,\nAlpha = 0.3f\n},\n- new CircularContainer\n+ border = new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\nMasking = true,\nBorderThickness = 3,\n- BorderColour = TauPlayfield.ACCENT_COLOR.Opacity(0.5f),\nChild = new Box\n{\nRelativeSizeAxes = Axes.Both,\n@@ -46,6 +46,8 @@ public PlayfieldPiece()\n}\n},\n});\n+\n+ border.BorderColour = TauPlayfield.ACCENT_COLOR.Value;\n}\nprivate readonly Bindable<float> playfieldDimLevel = new Bindable<float>(0.3f);\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/Skinning/TauSkinColour.cs",
"new_path": "osu.Game.Rulesets.Tau/Skinning/TauSkinColour.cs",
"diff": "{\npublic enum TauSkinColour\n{\n-\n+ Slider,\n+ Accent\n}\n}\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/Cursor/TauCursor.cs",
"diff": "@@ -65,6 +65,7 @@ public class Paddle : CompositeDrawable\nprivate readonly Box topLine;\nprivate readonly Box bottomLine;\nprivate readonly CircularContainer circle;\n+ private readonly CircularContainer border;\npublic readonly PaddleGlow Glow;\n@@ -78,13 +79,12 @@ public Paddle(float angleRange)\nInternalChildren = new Drawable[]\n{\n- new CircularContainer\n+ border = new CircularContainer\n{\nRelativeSizeAxes = Axes.Both,\n//Masking = true,\nAnchor = Anchor.Centre,\nOrigin = Anchor.Centre,\n- Colour = TauPlayfield.ACCENT_COLOR,\nChildren = new Drawable[]\n{\nGlow = new PaddleGlow(angleRange)\n@@ -137,6 +137,8 @@ public Paddle(float angleRange)\n}\n}\n};\n+\n+ border.Colour = TauPlayfield.ACCENT_COLOR.Value;\n}\nprotected override bool OnMouseMove(MouseMoveEvent e)\n"
},
{
"change_type": "MODIFY",
"old_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"new_path": "osu.Game.Rulesets.Tau/UI/TauPlayfield.cs",
"diff": "using osu.Game.Rulesets.Tau.Objects;\nusing osu.Game.Rulesets.Tau.Objects.Drawables;\nusing osu.Game.Rulesets.Tau.Scoring;\n+using osu.Game.Rulesets.Tau.Skinning;\nusing osu.Game.Rulesets.Tau.Skinning.Default;\nusing osu.Game.Rulesets.Tau.UI.Components;\nusing osu.Game.Rulesets.Tau.UI.Cursor;\n@@ -43,7 +44,7 @@ public class TauPlayfield : Playfield\npublic static readonly Vector2 BASE_SIZE = new Vector2(768, 768);\n- public static readonly Color4 ACCENT_COLOR = Color4Extensions.FromHex(@\"FF0040\");\n+ public static readonly Bindable<Color4> ACCENT_COLOR = new Bindable<Color4>(Color4Extensions.FromHex(@\"FF0040\"));\npublic override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => true;\n@@ -98,11 +99,13 @@ private void onJudgmentLoaded(DrawableTauJudgement judgement)\n}\n[BackgroundDependencyLoader]\n- private void load()\n+ private void load(ISkinSource skin)\n{\nRegisterPool<Beat, DrawableBeat>(10);\nRegisterPool<HardBeat, DrawableHardBeat>(5);\nRegisterPool<Slider, DrawableSlider>(3);\n+\n+ ACCENT_COLOR.Value = skin.GetConfig<TauSkinColour, Color4>(TauSkinColour.Accent)?.Value ?? Color4Extensions.FromHex(@\"FF0040\");\n}\nprotected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)\n@@ -127,7 +130,7 @@ public void CreateSliderEffect(float angle, bool kiai)\n{\nif ((int)Time.Current % (kiai ? 8 : 16) != 0) return;\n- kiaiExplosionContainer.Add(new KiaiHitExplosion(ACCENT_COLOR, particleAmount: 1)\n+ kiaiExplosionContainer.Add(new KiaiHitExplosion(ACCENT_COLOR.Value, particleAmount: 1)\n{\nPosition = Extensions.GetCircularPosition(.5f, angle),\nAngle = angle,\n@@ -242,7 +245,7 @@ private void load(TauRulesetConfigManager settings)\nprotected override void LoadComplete()\n{\nbase.LoadComplete();\n- visualisation.AccentColour = ACCENT_COLOR.Opacity(0.5f);\n+ visualisation.AccentColour = ACCENT_COLOR.Value.Opacity(0.5f);\nshowVisualisation.TriggerChange();\n}\n@@ -254,14 +257,14 @@ protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint,\nif (firstKiaiBeat)\n{\n- visualisation.FlashColour(ACCENT_COLOR.Opacity(0.5f), timingPoint.BeatLength * 4, Easing.In);\n+ visualisation.FlashColour(visualisation.AccentColour.Opacity(0.5f), timingPoint.BeatLength * 4, Easing.In);\nfirstKiaiBeat = false;\nreturn;\n}\nif (kiaiBeatIndex >= 5)\n- visualisation.FlashColour(ACCENT_COLOR.Opacity(0.25f), timingPoint.BeatLength, Easing.In);\n+ visualisation.FlashColour(visualisation.AccentColour.Opacity(0.25f), timingPoint.BeatLength, Easing.In);\n}\nelse\n{\n"
}
]
| C# | MIT License | taulazer/tau | Add colour skinning. |
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