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osu-lazer/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.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 System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Scoring;
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using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public partial class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
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{
public new BindableDouble TimeRange => base.TimeRange;
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public readonly BindableBool LockPlayfieldMaxAspect = new BindableBool(true);
public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
protected override bool UserScrollSpeedAdjustment => false;
private SkinnableDrawable scroller;
public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
{
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Direction.Value = ScrollingDirection.Left;
}
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[BackgroundDependencyLoader]
private void load()
{
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar));
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FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Scroller), _ => Empty())
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{
RelativeSizeAxes = Axes.X,
Depth = float.MaxValue
});
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KeyBindingInputManager.Add(new DrumTouchInputArea());
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}
protected override void Update()
{
base.Update();
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
float ratio = DrawHeight / 480;
TimeRange.Value = (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate;
}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
var playfieldScreen = Playfield.ScreenSpaceDrawQuad;
scroller.Height = ToLocalSpace(playfieldScreen.TopLeft + new Vector2(0, playfieldScreen.Height / 20)).Y;
}
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public MultiplierControlPoint ControlPointAt(double time)
{
int result = ControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (result < 0)
result = Math.Clamp(~result - 1, 0, ControlPoints.Count);
return ControlPoints[result];
}
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer
{
LockPlayfieldMaxAspect = { BindTarget = LockPlayfieldMaxAspect }
};
protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield();
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public override DrawableHitObject<TaikoHitObject> CreateDrawableRepresentation(TaikoHitObject h) => null;
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
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}
}