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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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#nullable disable
using System;
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using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
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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.Rulesets.Taiko.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
public class TaikoPlayfield : ScrollingPlayfield
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{
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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 = 200;
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/// <summary>
/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
/// </summary>
public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
private Container<HitExplosion> hitExplosionContainer;
private Container<KiaiHitExplosion> kiaiExplosionContainer;
private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
private ScrollingHitObjectContainer drumRollHitContainer;
internal Drawable HitTarget;
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private SkinnableDrawable mascot;
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private readonly IDictionary<HitResult, DrawablePool<DrawableTaikoJudgement>> judgementPools = new Dictionary<HitResult, DrawablePool<DrawableTaikoJudgement>>();
private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
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private ProxyContainer topLevelHitContainer;
private InputDrum inputDrum;
private Container rightArea;
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/// <remarks>
/// <see cref="Playfield.AddNested"/> is purposefully not called on this to prevent i.e. being able to interact
/// with bar lines in the editor.
/// </remarks>
private BarLinePlayfield barLinePlayfield;
private Container playfieldContent;
private Container playfieldOverlay;
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
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{
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inputDrum = new InputDrum
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{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
AutoSizeAxes = Axes.X,
RelativeSizeAxes = Axes.Y,
};
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InternalChildren = new[]
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{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
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new Container
{
Name = "Left overlay",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
BorderColour = colours.Gray0,
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Children = new[]
{
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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inputDrum.CreateProxy(),
}
},
mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.TopLeft,
RelativePositionAxes = Axes.Y,
RelativeSizeAxes = Axes.None,
Y = 0.2f
},
rightArea = new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.Both,
Children = new Drawable[]
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{
new Container
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{
Name = "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,
},
HitTarget = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.HitTarget), _ => new TaikoHitTarget())
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{
RelativeSizeAxes = Axes.Both,
}
}
},
new Container
{
Name = "Masked hit objects content",
RelativeSizeAxes = Axes.Both,
Masking = true,
Child = playfieldContent = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
barLinePlayfield = new BarLinePlayfield(),
HitObjectContainer,
}
}
},
playfieldOverlay = new Container
{
Name = "Elements after hit objects",
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
drumRollHitContainer = new DrumRollHitContainer(),
kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
},
judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
},
}
},
}
},
topLevelHitContainer = new ProxyContainer
{
Name = "Top level hit objects",
RelativeSizeAxes = Axes.Both,
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},
drumRollHitContainer.CreateProxy(),
new DrumSamplePlayer(HitObjectContainer),
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// this is added at the end of the hierarchy to receive input before taiko objects.
// but is proxied below everything to not cover visual effects such as hit explosions.
inputDrum,
};
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RegisterPool<Hit, DrawableHit>(50);
RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
RegisterPool<DrumRoll, DrawableDrumRoll>(5);
RegisterPool<DrumRoll.StrongNestedHit, DrawableDrumRoll.StrongNestedHit>(5);
RegisterPool<DrumRollTick, DrawableDrumRollTick>(100);
RegisterPool<DrumRollTick.StrongNestedHit, DrawableDrumRollTick.StrongNestedHit>(100);
RegisterPool<Swell, DrawableSwell>(5);
RegisterPool<SwellTick, DrawableSwellTick>(100);
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var hitWindows = new TaikoHitWindows();
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foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r)))
{
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judgementPools.Add(result, new DrawablePool<DrawableTaikoJudgement>(15));
explosionPools.Add(result, new HitExplosionPool(result));
}
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AddRangeInternal(judgementPools.Values);
AddRangeInternal(explosionPools.Values);
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}
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protected override void LoadComplete()
{
base.LoadComplete();
NewResult += OnNewResult;
}
protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)
{
base.OnNewDrawableHitObject(drawableHitObject);
var taikoObject = (DrawableTaikoHitObject)drawableHitObject;
topLevelHitContainer.Add(taikoObject.CreateProxiedContent());
}
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 = inputDrum.Width };
playfieldContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
playfieldOverlay.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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}
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#region Pooling support
public override void Add(HitObject h)
{
switch (h)
{
case BarLine barLine:
barLinePlayfield.Add(barLine);
break;
case TaikoHitObject taikoHitObject:
base.Add(taikoHitObject);
break;
default:
throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
}
}
public override bool Remove(HitObject h)
{
switch (h)
{
case BarLine barLine:
return barLinePlayfield.Remove(barLine);
case TaikoHitObject taikoHitObject:
return base.Remove(taikoHitObject);
default:
throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
}
}
#endregion
#region Non-pooling support
public override void Add(DrawableHitObject h)
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{
switch (h)
{
case DrawableBarLine barLine:
barLinePlayfield.Add(barLine);
break;
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case DrawableTaikoHitObject:
base.Add(h);
break;
default:
throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
}
}
public override bool Remove(DrawableHitObject h)
{
switch (h)
{
case DrawableBarLine barLine:
return barLinePlayfield.Remove(barLine);
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case DrawableTaikoHitObject:
return base.Remove(h);
default:
throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
}
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}
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#endregion
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).ParentHitObject)?.VisualiseSecondHit(result);
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break;
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case TaikoDrumRollTickJudgement:
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if (!result.IsHit)
break;
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var drawableTick = (DrawableDrumRollTick)judgedObject;
addDrumRollHit(drawableTick);
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break;
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default:
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judgementContainer.Add(judgementPools[result.Type].Get(j =>
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{
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j.Apply(result, judgedObject);
j.Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft;
j.Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre;
j.RelativePositionAxes = Axes.X;
j.X = result.IsHit ? judgedObject.Position.X : 0;
}));
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var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
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addExplosion(judgedObject, result.Type, type);
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break;
}
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}
private void addDrumRollHit(DrawableDrumRollTick drawableTick) =>
drumRollHitContainer.Add(new DrawableFlyingHit(drawableTick));
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private void addExplosion(DrawableHitObject drawableObject, HitResult result, HitType type)
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{
hitExplosionContainer.Add(explosionPools[result]
.Get(explosion => explosion.Apply(drawableObject)));
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if (drawableObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
}
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private class ProxyContainer : LifetimeManagementContainer
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{
public void Add(Drawable proxy) => AddInternal(proxy);
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds)
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{
// DrawableHitObject disables masking.
// Hitobject content is proxied and unproxied based on hit status and the IsMaskedAway value could get stuck because of this.
return false;
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}
}
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}
}