deprecate old calibration method (calibration tja) that got replaced by input calibration on the regular menu
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12eec18ab9
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1314118073
@ -171,8 +171,6 @@ namespace OpenTaiko {
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public static CSongReplay[] ReplayInstances = new CSongReplay[5];
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public static bool IsPerformingCalibration;
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public static CFPS FPS {
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get;
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private set;
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@ -783,8 +783,6 @@ namespace OpenTaiko {
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}
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OpenTaiko.IsPerformingCalibration = false;
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OpenTaiko.stageSongSelect.actDifficultySelectionScreen.bIsDifficltSelect = false;
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this.pfBoxName = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.SongSelect_BoxName_Scale);
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@ -50,16 +50,6 @@ namespace OpenTaiko {
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this.strサブタイトル = 譜面情報.strサブタイトル;
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}
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// For the moment, detect that we are performing
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// calibration via there being an actual single
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// player and the special song title and subtitle
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// of the .tja used to perform input calibration
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OpenTaiko.IsPerformingCalibration =
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!OpenTaiko.ConfigIni.bAutoPlay[0] &&
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OpenTaiko.ConfigIni.nPlayerCount == 1 &&
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str曲タイトル == "Input Calibration" &&
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strサブタイトル == "TJAPlayer3 Developers";
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this.strSTAGEFILE = CSkin.Path(@$"Graphics{Path.DirectorySeparatorChar}4_SongLoading{Path.DirectorySeparatorChar}Background.png");
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@ -76,13 +66,9 @@ namespace OpenTaiko {
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// calibration is about to begin, rather than
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// displaying the song title and subtitle as usual.
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var タイトル = OpenTaiko.IsPerformingCalibration
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? "Input calibration is about to begin."
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: this.str曲タイトル;
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var タイトル = this.str曲タイトル;
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var サブタイトル = OpenTaiko.IsPerformingCalibration
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? "Please play as accurately as possible."
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: this.strサブタイトル;
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var サブタイトル = this.strサブタイトル;
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if (!string.IsNullOrEmpty(タイトル)) {
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//this.txタイトル = new CTexture( CDTXMania.app.Device, image, CDTXMania.TextureFormat );
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@ -108,7 +94,6 @@ namespace OpenTaiko {
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Trace.TraceError("テクスチャの生成に失敗しました。({0})", new object[] { this.strSTAGEFILE });
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this.txタイトル = null;
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this.txサブタイトル = null;
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this.tx背景 = null;
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}
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base.Activate();
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@ -136,7 +121,6 @@ namespace OpenTaiko {
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pfDanTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Game_DanC_Title_Size);
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pfDanSubTitle = HPrivateFastFont.tInstantiateMainFont(OpenTaiko.Skin.Game_DanC_SubTitle_Size);
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this.tx背景 = OpenTaiko.tテクスチャの生成(this.strSTAGEFILE, false);
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//this.txSongnamePlate = CDTXMania.tテクスチャの生成( CSkin.Path( @$"Graphics{Path.DirectorySeparatorChar}6_SongnamePlate.png" ) );
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base.CreateManagedResource();
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}
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@ -147,7 +131,6 @@ namespace OpenTaiko {
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pfDanTitle?.Dispose();
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pfDanSubTitle?.Dispose();
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OpenTaiko.tテクスチャの解放(ref this.tx背景);
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base.ReleaseManagedResource();
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}
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public override int Draw() {
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@ -548,7 +531,6 @@ namespace OpenTaiko {
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private string strサブタイトル;
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private CTexture txタイトル;
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private CTexture txサブタイトル;
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private CTexture tx背景;
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//private CTexture txSongnamePlate;
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private DateTime timeBeginLoad;
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private DateTime timeBeginLoadWAV;
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@ -505,12 +505,6 @@ namespace OpenTaiko {
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var meanLag = CLagLogger.LogAndReturnMeanLag();
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if (OpenTaiko.IsPerformingCalibration && meanLag != null) {
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var oldInputAdjustTimeMs = OpenTaiko.ConfigIni.nInputAdjustTimeMs;
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var newInputAdjustTimeMs = oldInputAdjustTimeMs - (int)Math.Round(meanLag.Value);
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Trace.TraceInformation($"Calibration complete. Updating InputAdjustTime from {oldInputAdjustTimeMs}ms to {newInputAdjustTimeMs}ms.");
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OpenTaiko.ConfigIni.nInputAdjustTimeMs = newInputAdjustTimeMs;
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}
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this.actDan.IsAnimating = false;// IsAnimating=trueのときにそのまま選曲画面に戻ると、文字列が描画されない問題修正用。
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OpenTaiko.tテクスチャの解放(ref this.tx背景);
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@ -941,23 +935,7 @@ namespace OpenTaiko {
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internal ENoteJudge e指定時刻からChipのJUDGEを返す(long nTime, CDTX.CChip pChip, int player = 0) {
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var e判定 = e指定時刻からChipのJUDGEを返すImpl(nTime, pChip, player);
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// When performing calibration, reduce audio distraction from user input.
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// For users who play primarily by watching notes cross the judgment position,
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// you might think that we want them to see visual judgment feedback during
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// calibration, but we do not. Humans are remarkably good at adjusting
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// the timing of their own physical movement, even without realizing it.
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// We are calibrating their input timing for the purposes of judgment.
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// We do not want them subconsciously playing early so as to line up
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// their hits with the perfect, good, etc. judgment results based on their
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// current (and soon to be replaced) input adjust time values.
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// Instead, we want them focused on the sounds of their keyboard, tatacon,
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// other controller, etc. and the visuals of notes crossing the judgment position.
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if (OpenTaiko.IsPerformingCalibration) {
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return e判定 < ENoteJudge.Good ? ENoteJudge.Good : e判定;
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} else {
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return e判定;
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}
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return e判定;
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}
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private bool tEasyTimeZones(int nPlayer) {
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@ -2865,13 +2843,7 @@ namespace OpenTaiko {
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}
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}
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protected void tパネル文字列の設定() {
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// When performing calibration, inform the player that
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// calibration is taking place, rather than
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// displaying the panel title or song title as usual.
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var panelString = OpenTaiko.IsPerformingCalibration
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? "Calibrating input..."
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: string.IsNullOrEmpty(OpenTaiko.DTX.PANEL) ? OpenTaiko.DTX.TITLE.GetString("") : OpenTaiko.DTX.PANEL;
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var panelString = string.IsNullOrEmpty(OpenTaiko.DTX.PANEL) ? OpenTaiko.DTX.TITLE.GetString("") : OpenTaiko.DTX.PANEL;
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this.actPanel.SetPanelString(panelString,
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OpenTaiko.stageSongSelect.rChoosenSong.str本当のジャンル,
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@ -164,7 +164,7 @@ namespace OpenTaiko {
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// (When performing calibration, reduce visual distraction
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// and current judgment feedback near the judgment position.)
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if (OpenTaiko.Tx.Effects_Hit_Explosion != null && !OpenTaiko.IsPerformingCalibration) {
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if (OpenTaiko.Tx.Effects_Hit_Explosion != null) {
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int n = this.st状態[i].nIsBig == 1 ? (nHeight * 2) : 0;
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int nX = 0;
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@ -288,49 +288,21 @@ namespace OpenTaiko {
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// their drum sound effects with the sounds of the input calibration file.
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// Instead, we want them focused on the sounds of their keyboard, tatacon,
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// other controller, etc. and the sounds of the input calibration audio file.
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if (!OpenTaiko.IsPerformingCalibration) {
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for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
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int actual = OpenTaiko.GetActualPlayer(i);
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for (int i = 0; i < OpenTaiko.ConfigIni.nPlayerCount; i++) {
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int actual = OpenTaiko.GetActualPlayer(i);
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var hs = OpenTaiko.Skin.hsHitSoundsInformations;
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var hs = OpenTaiko.Skin.hsHitSoundsInformations;
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//this.soundRed[i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(hs.don[actual]), ESoundGroup.SoundEffect);
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//this.soundBlue[i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(hs.ka[actual]), ESoundGroup.SoundEffect);
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//this.soundAdlib[i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(hs.adlib[actual]), ESoundGroup.SoundEffect);
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//this.soundClap[i] = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(hs.clap[actual]), ESoundGroup.SoundEffect);
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this.soundRed[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.don[actual]), ESoundGroup.SoundEffect);
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this.soundBlue[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.ka[actual]), ESoundGroup.SoundEffect);
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this.soundAdlib[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.adlib[actual]), ESoundGroup.SoundEffect);
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this.soundClap[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.clap[actual]), ESoundGroup.SoundEffect);
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this.soundRed[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.don[actual]), ESoundGroup.SoundEffect);
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this.soundBlue[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.ka[actual]), ESoundGroup.SoundEffect);
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this.soundAdlib[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.adlib[actual]), ESoundGroup.SoundEffect);
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this.soundClap[i] = OpenTaiko.SoundManager.tCreateSound((@$"Global{Path.DirectorySeparatorChar}HitSounds{Path.DirectorySeparatorChar}" + hs.clap[actual]), ESoundGroup.SoundEffect);
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int _panning = OpenTaiko.ConfigIni.nPanning[OpenTaiko.ConfigIni.nPlayerCount - 1][i];
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if (this.soundRed[i] != null) this.soundRed[i].SoundPosition = _panning;
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if (this.soundBlue[i] != null) this.soundBlue[i].SoundPosition = _panning;
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if (this.soundAdlib[i] != null) this.soundAdlib[i].SoundPosition = _panning;
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if (this.soundClap[i] != null) this.soundClap[i].SoundPosition = _panning;
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}
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/*
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this.soundRed = TJAPlayer3.Sound管理.tサウンドを生成する( CSkin.Path( @"Sounds\Taiko\dong.ogg" ), ESoundGroup.SoundEffect );
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this.soundBlue = TJAPlayer3.Sound管理.tサウンドを生成する( CSkin.Path( @"Sounds\Taiko\ka.ogg" ), ESoundGroup.SoundEffect );
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this.soundAdlib = TJAPlayer3.Sound管理.tサウンドを生成する( CSkin.Path(@"Sounds\Taiko\Adlib.ogg"), ESoundGroup.SoundEffect );
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this.soundRed2 = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Taiko\dong.ogg"), ESoundGroup.SoundEffect);
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this.soundBlue2 = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Taiko\ka.ogg"), ESoundGroup.SoundEffect);
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this.soundAdlib2 = TJAPlayer3.Sound管理.tサウンドを生成する(CSkin.Path(@"Sounds\Taiko\Adlib.ogg"), ESoundGroup.SoundEffect);
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*/
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/*
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if (TJAPlayer3.ConfigIni.nPlayerCount == 2)//2020.05.06 Mr-Ojii左右に出したかったから、追加。
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{
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this.soundRed[0].n位置 = -100;
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this.soundBlue[0].n位置 = -100;
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this.soundAdlib[0].n位置 = -100;
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this.soundRed[1].n位置 = 100;
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this.soundBlue[1].n位置 = 100;
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this.soundAdlib[1].n位置 = 100;
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}
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*/
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int _panning = OpenTaiko.ConfigIni.nPanning[OpenTaiko.ConfigIni.nPlayerCount - 1][i];
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if (this.soundRed[i] != null) this.soundRed[i].SoundPosition = _panning;
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if (this.soundBlue[i] != null) this.soundBlue[i].SoundPosition = _panning;
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if (this.soundAdlib[i] != null) this.soundAdlib[i].SoundPosition = _panning;
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if (this.soundClap[i] != null) this.soundClap[i].SoundPosition = _panning;
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}
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}
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public override void DeActivate() {
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@ -352,20 +324,6 @@ namespace OpenTaiko {
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LoudnessMetadataScanner.StartBackgroundScanning();
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}
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public override void CreateManagedResource() {
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//this.t背景テクスチャの生成();
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//this.tx太鼓ノーツ = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_taiko_notes.png" ) );
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//this.txHand = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_taiko_notes_arm.png" ) );
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//this.txSenotes = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_senotes.png" ) );
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//this.tx小節線 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_bar_line.png" ) );
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//this.tx小節線_branch = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_bar_line_branch.png" ) );
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// this.tx判定数小文字 = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\8_Result_number_s.png" ) );
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// this.txNamePlate = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_NamePlate.png" ) );
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// if (CDTXMania.stage演奏ドラム画面.bDoublePlay)
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// this.txNamePlate2P = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_NamePlate2P.png" ) );
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// this.txPlayerNumber = CDTXMania.tテクスチャの生成(CSkin.Path(@"Graphics\7_PlayerNumber.png"));
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// this.tx判定数表示パネル = CDTXMania.tテクスチャの生成( CSkin.Path( @"Graphics\7_Paramater Panel.png" ) );
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base.CreateManagedResource();
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}
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public override void ReleaseManagedResource() {
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@ -20,14 +20,7 @@ namespace OpenTaiko {
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public override void Activate() {
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// After performing calibration, inform the player that
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// calibration has been completed, rather than
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// displaying the song title as usual.
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var title = OpenTaiko.IsPerformingCalibration
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? $"Calibration complete. InputAdjustTime is now {OpenTaiko.ConfigIni.nInputAdjustTimeMs}ms (Note : InputAdjust is deprecated, please transfer the value to GlobalOffset and reload the songs"
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: OpenTaiko.DTX.TITLE.GetString("");
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var title = OpenTaiko.DTX.TITLE.GetString("");
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using (var bmpSongTitle = pfMusicName.DrawText(title, OpenTaiko.Skin.Result_MusicName_ForeColor, OpenTaiko.Skin.Result_MusicName_BackColor, null, 30)) {
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this.txMusicName = OpenTaiko.tテクスチャの生成(bmpSongTitle, false);
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