mirror of
https://github.com/ppy/osu.git
synced 2024-12-27 09:23:21 +08:00
201 lines
6.0 KiB
C#
201 lines
6.0 KiB
C#
|
// 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.
|
||
|
|
||
|
using System;
|
||
|
using System.Collections.Generic;
|
||
|
using osu.Framework.Allocation;
|
||
|
using osu.Framework.Graphics;
|
||
|
using osu.Framework.Graphics.Containers;
|
||
|
using osu.Framework.Graphics.Shapes;
|
||
|
using osu.Framework.Input.Events;
|
||
|
using osu.Framework.Input.States;
|
||
|
using osu.Game.Beatmaps;
|
||
|
using osu.Game.Rulesets.Objects;
|
||
|
using osu.Game.Rulesets.Scoring;
|
||
|
using osu.Game.Screens.Utility.SampleComponents;
|
||
|
using osuTK;
|
||
|
using osuTK.Input;
|
||
|
|
||
|
namespace osu.Game.Screens.Utility
|
||
|
{
|
||
|
public class ScrollingGameplay : LatencySampleComponent
|
||
|
{
|
||
|
private const float judgement_position = 0.8f;
|
||
|
private const float bar_height = 20;
|
||
|
|
||
|
private int nextLocation;
|
||
|
|
||
|
private readonly List<HitEvent> hitEvents = new List<HitEvent>();
|
||
|
|
||
|
private double? lastGeneratedBeatTime;
|
||
|
|
||
|
private Container circles = null!;
|
||
|
|
||
|
protected override void LoadComplete()
|
||
|
{
|
||
|
base.LoadComplete();
|
||
|
|
||
|
InternalChildren = new Drawable[]
|
||
|
{
|
||
|
new Box
|
||
|
{
|
||
|
Name = "judgement bar",
|
||
|
Colour = OverlayColourProvider.Content2,
|
||
|
RelativeSizeAxes = Axes.X,
|
||
|
RelativePositionAxes = Axes.Y,
|
||
|
Y = judgement_position,
|
||
|
Height = bar_height,
|
||
|
},
|
||
|
circles = new Container
|
||
|
{
|
||
|
RelativeSizeAxes = Axes.Both,
|
||
|
},
|
||
|
};
|
||
|
|
||
|
SampleBPM.BindValueChanged(_ =>
|
||
|
{
|
||
|
circles.Clear();
|
||
|
lastGeneratedBeatTime = null;
|
||
|
});
|
||
|
}
|
||
|
|
||
|
protected override void UpdateAtLimitedRate(InputState inputState)
|
||
|
{
|
||
|
double beatLength = 60000 / SampleBPM.Value;
|
||
|
|
||
|
int nextBeat = (int)(Clock.CurrentTime / beatLength) + 1;
|
||
|
|
||
|
// We want to generate a few hit objects ahead of the current time (to allow them to animate).
|
||
|
double generateUpTo = (nextBeat + 2) * beatLength;
|
||
|
|
||
|
while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
|
||
|
{
|
||
|
double time = ++nextBeat * beatLength;
|
||
|
|
||
|
if (time <= lastGeneratedBeatTime)
|
||
|
continue;
|
||
|
|
||
|
newBeat(time);
|
||
|
lastGeneratedBeatTime = time;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void newBeat(double time)
|
||
|
{
|
||
|
const float columns = 4;
|
||
|
|
||
|
float adjustedXPos = ((1f + nextLocation++ % columns) - columns / 2) / columns;
|
||
|
|
||
|
circles.Add(new SampleNote(time)
|
||
|
{
|
||
|
RelativePositionAxes = Axes.Both,
|
||
|
X = 0.5f + SampleVisualSpacing.Value * (adjustedXPos * 0.5f),
|
||
|
Scale = new Vector2(0.4f + (0.8f * SampleVisualSpacing.Value), 1),
|
||
|
Hit = hit,
|
||
|
});
|
||
|
}
|
||
|
|
||
|
private void hit(HitEvent h)
|
||
|
{
|
||
|
hitEvents.Add(h);
|
||
|
}
|
||
|
|
||
|
public class SampleNote : LatencySampleComponent
|
||
|
{
|
||
|
public HitEvent? HitEvent;
|
||
|
|
||
|
public Action<HitEvent>? Hit { get; set; }
|
||
|
|
||
|
public readonly double HitTime;
|
||
|
|
||
|
private Box box = null!;
|
||
|
|
||
|
private const float size = 100;
|
||
|
private const float duration = 200;
|
||
|
|
||
|
public SampleNote(double hitTime)
|
||
|
{
|
||
|
HitTime = hitTime;
|
||
|
|
||
|
Origin = Anchor.Centre;
|
||
|
AutoSizeAxes = Axes.Both;
|
||
|
AlwaysPresent = true;
|
||
|
}
|
||
|
|
||
|
[BackgroundDependencyLoader]
|
||
|
private void load()
|
||
|
{
|
||
|
InternalChildren = new Drawable[]
|
||
|
{
|
||
|
box = new Box
|
||
|
{
|
||
|
Colour = OverlayColourProvider.Content1,
|
||
|
Size = new Vector2(size, bar_height),
|
||
|
Anchor = Anchor.Centre,
|
||
|
Origin = Anchor.Centre,
|
||
|
},
|
||
|
};
|
||
|
}
|
||
|
|
||
|
protected override bool OnKeyDown(KeyDownEvent e)
|
||
|
{
|
||
|
if (!IsActive.Value)
|
||
|
return false;
|
||
|
|
||
|
if (Math.Abs(Clock.CurrentTime - HitTime) > duration)
|
||
|
return false;
|
||
|
|
||
|
// Allow using any key that isn't used by the latency certifier itself.
|
||
|
switch (e.Key)
|
||
|
{
|
||
|
case Key.Space:
|
||
|
case Key.Number1:
|
||
|
case Key.Number2:
|
||
|
case Key.Tab:
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
attemptHit();
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
protected override void UpdateAtLimitedRate(InputState inputState)
|
||
|
{
|
||
|
if (HitEvent == null)
|
||
|
{
|
||
|
double preempt = (float)IBeatmapDifficultyInfo.DifficultyRange(SampleApproachRate.Value, 1800, 1200, 450);
|
||
|
|
||
|
Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
|
||
|
Y = judgement_position - (float)((HitTime - Clock.CurrentTime) / preempt);
|
||
|
|
||
|
if (Clock.CurrentTime > HitTime + duration)
|
||
|
Expire();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private void attemptHit() => Schedule(() =>
|
||
|
{
|
||
|
if (HitEvent != null)
|
||
|
return;
|
||
|
|
||
|
// in case it was hit outside of display range, show immediately
|
||
|
// so the user isn't confused.
|
||
|
this.FadeIn();
|
||
|
|
||
|
box
|
||
|
.FadeOut(duration / 2)
|
||
|
.ScaleTo(1.5f, duration / 2);
|
||
|
|
||
|
HitEvent = new HitEvent(Clock.CurrentTime - HitTime, HitResult.Good, new HitObject
|
||
|
{
|
||
|
HitWindows = new HitWindows(),
|
||
|
}, null, null);
|
||
|
|
||
|
Hit?.Invoke(HitEvent.Value);
|
||
|
|
||
|
this.Delay(duration).Expire();
|
||
|
});
|
||
|
}
|
||
|
}
|
||
|
}
|