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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableSwell : DrawableTaikoHitObject<Swell>
{
/// <summary>
/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
/// This is only ever invoked once.
/// </summary>
public event Action OnStart;
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private const float target_ring_thick_border = 1.4f;
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private const float target_ring_thin_border = 1f;
private const float target_ring_scale = 5f;
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private const float inner_ring_alpha = 0.65f;
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private readonly Container bodyContainer;
private readonly CircularContainer targetRing;
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private readonly CircularContainer expandingRing;
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/// <summary>
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/// The amount of times the user has hit this swell.
/// </summary>
private int userHits;
private bool hasStarted;
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private readonly SwellSymbolPiece symbol;
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public DrawableSwell(Swell swell)
: base(swell)
{
FillMode = FillMode.Fit;
Add(bodyContainer = new Container
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{
RelativeSizeAxes = Axes.Both,
Depth = 1,
Children = new Drawable[]
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{
expandingRing = new CircularContainer
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{
Name = "Expanding ring",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0,
RelativeSizeAxes = Axes.Both,
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Blending = BlendingMode.Additive,
Masking = true,
Children = new[]
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{
new Box
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{
RelativeSizeAxes = Axes.Both,
Alpha = inner_ring_alpha,
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}
}
},
targetRing = new CircularContainer
{
Name = "Target ring (thick border)",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = target_ring_thick_border,
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Blending = BlendingMode.Additive,
Children = new Drawable[]
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{
new Box
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{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
},
new CircularContainer
{
Name = "Target ring (thin border)",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = target_ring_thin_border,
BorderColour = Color4.White,
Children = new[]
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{
new Box
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{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
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}
}
}
}
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}
}
});
MainPiece.Add(symbol = new SwellSymbolPiece());
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}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
MainPiece.AccentColour = colours.YellowDark;
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expandingRing.Colour = colours.YellowLight;
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targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
}
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protected override void LoadComplete()
{
base.LoadComplete();
// We need to set this here because RelativeSizeAxes won't/can't set our size by default with a different RelativeChildSize
Width *= Parent.RelativeChildSize.X;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
if (userTriggered)
{
userHits++;
var completion = (float)userHits / HitObject.RequiredHits;
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expandingRing
.FadeTo(expandingRing.Alpha + MathHelper.Clamp(completion / 16, 0.1f, 0.6f), 50)
.Then()
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.FadeTo(completion / 8, 2000, Easing.OutQuint);
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symbol.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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if (userHits == HitObject.RequiredHits)
AddJudgement(new TaikoJudgement { Result = HitResult.Great });
}
else
{
if (timeOffset < 0)
return;
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//TODO: THIS IS SHIT AND CAN'T EXIST POST-TAIKO WORLD CUP
AddJudgement(userHits > HitObject.RequiredHits / 2
? new TaikoJudgement { Result = HitResult.Good }
: new TaikoJudgement { Result = HitResult.Miss });
}
}
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protected override void UpdateState(ArmedState state)
{
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const float preempt = 100;
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const float out_transition_time = 300;
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double untilStartTime = HitObject.StartTime - Time.Current;
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double untilJudgement = untilStartTime + (Judgements.FirstOrDefault()?.TimeOffset ?? 0) + HitObject.Duration;
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targetRing.Delay(untilStartTime - preempt).ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
this.Delay(untilJudgement).FadeOut(out_transition_time, Easing.Out);
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switch (state)
{
case ArmedState.Hit:
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bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time);
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break;
}
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Expire();
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}
protected override void Update()
{
base.Update();
Size = BaseSize * Parent.RelativeChildSize;
// Make the swell stop at the hit target
X = Math.Max(0, X);
double t = Math.Min(HitObject.StartTime, Time.Current);
if (t == HitObject.StartTime && !hasStarted)
{
OnStart?.Invoke();
hasStarted = true;
}
}
private bool? lastWasCentre;
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public override bool OnPressed(TaikoAction action)
{
// Don't handle keys before the swell starts
if (Time.Current < HitObject.StartTime)
return false;
var isCentre = action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre;
// Ensure alternating centre and rim hits
if (lastWasCentre == isCentre)
return false;
lastWasCentre = isCentre;
UpdateJudgement(true);
return true;
}
}
}