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osu-lazer/osu.Game.Rulesets.Mania/Objects/Drawables/DrawableHoldNote.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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#nullable disable
using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Mania.Skinning.Default;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
/// <summary>
/// Visualises a <see cref="HoldNote"/> hit object.
/// </summary>
public class DrawableHoldNote : DrawableManiaHitObject<HoldNote>, IKeyBindingHandler<ManiaAction>
{
public override bool DisplayResult => false;
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public IBindable<bool> IsHitting => isHitting;
private readonly Bindable<bool> isHitting = new Bindable<bool>();
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public DrawableHoldNoteHead Head => headContainer.Child;
public DrawableHoldNoteTail Tail => tailContainer.Child;
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private Container<DrawableHoldNoteHead> headContainer;
private Container<DrawableHoldNoteTail> tailContainer;
private Container<DrawableHoldNoteTick> tickContainer;
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/// <summary>
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/// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed.
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/// </summary>
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private Container sizingContainer;
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/// <summary>
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/// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of <see cref="sizingContainer"/>.
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/// </summary>
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private Container maskingContainer;
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private SkinnableDrawable bodyPiece;
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/// <summary>
/// Time at which the user started holding this hold note. Null if the user is not holding this hold note.
/// </summary>
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public double? HoldStartTime { get; private set; }
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/// <summary>
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/// Time at which the hold note has been broken, i.e. released too early, resulting in a reduced score.
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/// </summary>
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public double? HoldBrokenTime { get; private set; }
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/// <summary>
/// Whether the hold note has been released potentially without having caused a break.
/// </summary>
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private double? releaseTime;
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public DrawableHoldNote()
: this(null)
{
}
public DrawableHoldNote(HoldNote hitObject)
: base(hitObject)
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{
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}
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[BackgroundDependencyLoader]
private void load()
{
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Container maskedContents;
AddRangeInternal(new Drawable[]
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{
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sizingContainer = new Container
{
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RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
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maskingContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
Child = maskedContents = new Container
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{
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RelativeSizeAxes = Axes.Both,
Masking = true,
}
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},
headContainer = new Container<DrawableHoldNoteHead> { RelativeSizeAxes = Axes.Both }
}
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},
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bodyPiece = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.HoldNoteBody), _ => new DefaultBodyPiece
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{
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RelativeSizeAxes = Axes.Both,
})
{
RelativeSizeAxes = Axes.X
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},
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tickContainer = new Container<DrawableHoldNoteTick> { RelativeSizeAxes = Axes.Both },
tailContainer = new Container<DrawableHoldNoteTail> { RelativeSizeAxes = Axes.Both },
});
maskedContents.AddRange(new[]
{
bodyPiece.CreateProxy(),
tickContainer.CreateProxy(),
tailContainer.CreateProxy(),
});
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}
protected override void OnApply()
{
base.OnApply();
sizingContainer.Size = Vector2.One;
HoldStartTime = null;
HoldBrokenTime = null;
releaseTime = null;
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
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switch (hitObject)
{
case DrawableHoldNoteHead head:
headContainer.Child = head;
break;
case DrawableHoldNoteTail tail:
tailContainer.Child = tail;
break;
case DrawableHoldNoteTick tick:
tickContainer.Add(tick);
break;
}
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
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headContainer.Clear(false);
tailContainer.Clear(false);
tickContainer.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
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case TailNote tail:
return new DrawableHoldNoteTail(tail);
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case HeadNote head:
return new DrawableHoldNoteHead(head);
case HoldNoteTick tick:
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return new DrawableHoldNoteTick(tick);
}
return base.CreateNestedHitObject(hitObject);
}
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protected override void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
{
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base.OnDirectionChanged(e);
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if (e.NewValue == ScrollingDirection.Up)
{
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bodyPiece.Anchor = bodyPiece.Origin = Anchor.TopLeft;
sizingContainer.Anchor = sizingContainer.Origin = Anchor.BottomLeft;
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}
else
{
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bodyPiece.Anchor = bodyPiece.Origin = Anchor.BottomLeft;
sizingContainer.Anchor = sizingContainer.Origin = Anchor.TopLeft;
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}
}
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public override void PlaySamples()
{
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// Samples are played by the head/tail notes.
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}
public override void OnKilled()
{
base.OnKilled();
(bodyPiece.Drawable as IHoldNoteBody)?.Recycle();
}
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protected override void Update()
{
base.Update();
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if (Time.Current < releaseTime)
releaseTime = null;
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// Pad the full size container so its contents (i.e. the masking container) reach under the tail.
// This is required for the tail to not be masked away, since it lies outside the bounds of the hold note.
sizingContainer.Padding = new MarginPadding
{
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Top = Direction.Value == ScrollingDirection.Down ? -Tail.Height : 0,
Bottom = Direction.Value == ScrollingDirection.Up ? -Tail.Height : 0,
};
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// Pad the masking container to the starting position of the body piece (half-way under the head).
// This is required to make the body start getting masked immediately as soon as the note is held.
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maskingContainer.Padding = new MarginPadding
{
Top = Direction.Value == ScrollingDirection.Up ? Head.Height / 2 : 0,
Bottom = Direction.Value == ScrollingDirection.Down ? Head.Height / 2 : 0,
};
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// Position and resize the body to lie half-way under the head and the tail notes.
bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
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// As the note is being held, adjust the size of the sizing container. This has two effects:
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// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
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if (Head.IsHit && releaseTime == null && DrawHeight > 0)
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{
// How far past the hit target this hold note is. Always a positive value.
float yOffset = Math.Max(0, Direction.Value == ScrollingDirection.Up ? -Y : Y);
sizingContainer.Height = Math.Clamp(1 - yOffset / DrawHeight, 0, 1);
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}
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
{
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if (Tail.AllJudged)
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{
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foreach (var tick in tickContainer)
{
if (!tick.Judged)
tick.MissForcefully();
}
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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endHold();
}
if (Tail.Judged && !Tail.IsHit)
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HoldBrokenTime = Time.Current;
}
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public bool OnPressed(KeyBindingPressEvent<ManiaAction> e)
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{
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if (AllJudged)
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return false;
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if (e.Action != Action.Value)
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return false;
// do not run any of this logic when rewinding, as it inverts order of presses/releases.
if (Time.Elapsed < 0)
return false;
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if (CheckHittable?.Invoke(this, Time.Current) == false)
return false;
// The tail has a lenience applied to it which is factored into the miss window (i.e. the miss judgement will be delayed).
// But the hold cannot ever be started within the late-lenience window, so we should skip trying to begin the hold during that time.
// Note: Unlike below, we use the tail's start time to determine the time offset.
if (Time.Current > Tail.HitObject.StartTime && !Tail.HitObject.HitWindows.CanBeHit(Time.Current - Tail.HitObject.StartTime))
return false;
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beginHoldAt(Time.Current - Head.HitObject.StartTime);
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return Head.UpdateResult();
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}
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private void beginHoldAt(double timeOffset)
{
if (timeOffset < -Head.HitObject.HitWindows.WindowFor(HitResult.Miss))
return;
HoldStartTime = Time.Current;
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isHitting.Value = true;
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}
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public void OnReleased(KeyBindingReleaseEvent<ManiaAction> e)
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{
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if (AllJudged)
return;
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if (e.Action != Action.Value)
return;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
if (Time.Elapsed < 0)
return;
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// Make sure a hold was started
if (HoldStartTime == null)
return;
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Tail.UpdateResult();
endHold();
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// If the key has been released too early, the user should not receive full score for the release
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if (!Tail.IsHit)
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HoldBrokenTime = Time.Current;
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releaseTime = Time.Current;
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}
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private void endHold()
{
HoldStartTime = null;
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isHitting.Value = false;
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}
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}
}