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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
{
public class TaikoPlayfield : ScrollingPlayfield
{
private readonly ControlPointInfo controlPoints;
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/// <summary>
/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
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/// </summary>
public const float DEFAULT_HEIGHT = 178;
private Container<HitExplosion> hitExplosionContainer;
private Container<KiaiHitExplosion> kiaiExplosionContainer;
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
private ScrollingHitObjectContainer drumRollHitContainer;
internal Drawable HitTarget;
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private SkinnableDrawable mascot;
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private ProxyContainer topLevelHitContainer;
private ProxyContainer barlineContainer;
private Container rightArea;
private Container leftArea;
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private Container hitTargetOffsetContent;
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public TaikoPlayfield(ControlPointInfo controlPoints)
{
this.controlPoints = controlPoints;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
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InternalChildren = new[]
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{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
rightArea = new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Children = new Drawable[]
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{
new Container
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{
Name = "Masked elements before hit objects",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
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Children = new[]
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{
hitExplosionContainer = new Container<HitExplosion>
{
RelativeSizeAxes = Axes.Both,
},
HitTarget = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.HitTarget), _ => new TaikoHitTarget())
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{
RelativeSizeAxes = Axes.Both,
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}
}
},
hitTargetOffsetContent = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
barlineContainer = new ProxyContainer
{
RelativeSizeAxes = Axes.Both,
},
new Container
{
Name = "Hit objects",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
HitObjectContainer,
drumRollHitContainer = new DrumRollHitContainer()
}
},
kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
},
judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
},
}
},
}
},
leftArea = new Container
{
Name = "Left overlay",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
BorderColour = colours.Gray0,
Children = new Drawable[]
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{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
new InputDrum(controlPoints)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
}
},
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.TopLeft,
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RelativePositionAxes = Axes.Y,
RelativeSizeAxes = Axes.None,
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Y = 0.2f
},
topLevelHitContainer = new ProxyContainer
{
Name = "Top level hit objects",
RelativeSizeAxes = Axes.Both,
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},
drumRollHitContainer.CreateProxy(),
};
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}
protected override void Update()
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{
base.Update();
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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
// This is basically allowing for correct alignment as relative pieces move around them.
rightArea.Padding = new MarginPadding { Left = leftArea.DrawWidth };
hitTargetOffsetContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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}
public override void Add(DrawableHitObject h)
{
h.OnNewResult += OnNewResult;
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base.Add(h);
switch (h)
{
case DrawableBarLine barline:
barlineContainer.Add(barline.CreateProxy());
break;
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case DrawableTaikoHitObject taikoObject:
topLevelHitContainer.Add(taikoObject.CreateProxiedContent());
break;
}
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}
internal void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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if (!DisplayJudgements.Value)
return;
if (!judgedObject.DisplayResult)
return;
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switch (result.Judgement)
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{
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case TaikoStrongJudgement _:
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if (result.IsHit)
hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == ((DrawableStrongNestedHit)judgedObject).MainObject)?.VisualiseSecondHit();
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break;
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case TaikoDrumRollTickJudgement _:
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if (!result.IsHit)
break;
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var drawableTick = (DrawableDrumRollTick)judgedObject;
addDrumRollHit(drawableTick);
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break;
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default:
judgementContainer.Add(new DrawableTaikoJudgement(result, judgedObject)
{
Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft,
Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre,
RelativePositionAxes = Axes.X,
X = result.IsHit ? judgedObject.Position.X : 0,
});
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if (!result.IsHit)
break;
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var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
addExplosion(judgedObject, type);
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break;
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}
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}
private void addDrumRollHit(DrawableDrumRollTick drawableTick) =>
drumRollHitContainer.Add(new DrawableFlyingHit(drawableTick));
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private void addExplosion(DrawableHitObject drawableObject, HitType type)
{
hitExplosionContainer.Add(new HitExplosion(drawableObject));
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if (drawableObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
}
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private class ProxyContainer : LifetimeManagementContainer
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{
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public new MarginPadding Padding
{
set => base.Padding = value;
}
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public void Add(Drawable proxy) => AddInternal(proxy);
}
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}
}