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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.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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;
using osuTK.Graphics;
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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;
/// <summary>
/// The size of the left area of the playfield. This area contains the input drum.
/// </summary>
private const float left_area_size = 180;
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private Container<HitExplosion> hitExplosionContainer;
private Container<KiaiHitExplosion> kiaiExplosionContainer;
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
internal Drawable HitTarget;
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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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{
InternalChildren = new Drawable[]
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{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackground()),
rightArea = new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Masking = true,
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,
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Blending = BlendingParameters.Additive,
},
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,
Child = HitObjectContainer
},
kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Blending = BlendingParameters.Additive
},
judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
Blending = BlendingParameters.Additive
},
}
},
}
},
leftArea = new Container
{
Name = "Left overlay",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
BorderColour = colours.Gray0,
Size = new Vector2(left_area_size, 1),
Children = new Drawable[]
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{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new Container
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{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
Colour = colours.Gray1,
RelativeSizeAxes = Axes.Both,
},
new Box
{
Anchor = Anchor.TopRight,
RelativeSizeAxes = Axes.Y,
Width = 10,
Colour = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)),
},
}
}),
new InputDrum(controlPoints)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
},
}
},
topLevelHitContainer = new ProxyContainer
{
Name = "Top level hit objects",
RelativeSizeAxes = Axes.Both,
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}
};
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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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}
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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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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bool isRim = (judgedObject.HitObject as Hit)?.Type == HitType.Rim;
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hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
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if (judgedObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
break;
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}
}
private class ProxyContainer : LifetimeManagementContainer
{
public new MarginPadding Padding
{
set => base.Padding = value;
}
public void Add(Drawable proxy) => AddInternal(proxy);
}
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}
}