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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Framework.Allocation ;
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using osu.Framework.Graphics ;
using osu.Framework.Graphics.Sprites ;
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using osu.Game.Rulesets.Taiko.Objects ;
using osu.Game.Rulesets.UI ;
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using OpenTK ;
using OpenTK.Graphics ;
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using osu.Game.Rulesets.Taiko.Judgements ;
using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Graphics ;
using osu.Framework.Graphics.Containers ;
using osu.Framework.Extensions.Color4Extensions ;
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using System.Linq ;
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using osu.Game.Rulesets.Taiko.Objects.Drawables ;
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using System ;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : Playfield < TaikoHitObject , TaikoJudgement >
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{
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/// <summary>
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/// The default play field height.
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/// </summary>
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public const float DEFAULT_PLAYFIELD_HEIGHT = 168f ;
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/// <summary>
/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
/// </summary>
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private const float hit_target_offset = TaikoHitObject . DEFAULT_STRONG_CIRCLE_DIAMETER / 2f + 40 ;
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/// <summary>
/// The size of the left area of the playfield. This area contains the input drum.
/// </summary>
private const float left_area_size = 240 ;
protected override Container < Drawable > Content = > hitObjectContainer ;
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private readonly Container < HitExplosion > hitExplosionContainer ;
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private readonly Container < DrawableBarLine > barLineContainer ;
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private readonly Container < DrawableTaikoJudgement > judgementContainer ;
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private readonly Container hitObjectContainer ;
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private readonly Container topLevelHitContainer ;
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private readonly Container leftBackgroundContainer ;
private readonly Container rightBackgroundContainer ;
private readonly Box leftBackground ;
private readonly Box rightBackground ;
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public TaikoPlayfield ( )
{
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AddInternal ( new Drawable [ ]
{
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new ScaleFixContainer
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{
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RelativeSizeAxes = Axes . X ,
Height = DEFAULT_PLAYFIELD_HEIGHT ,
Children = new [ ]
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{
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rightBackgroundContainer = new Container
{
Name = "Transparent playfield background" ,
RelativeSizeAxes = Axes . Both ,
BorderThickness = 2 ,
Masking = true ,
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType . Shadow ,
Colour = Color4 . Black . Opacity ( 0.2f ) ,
Radius = 5 ,
} ,
Children = new Drawable [ ]
{
rightBackground = new Box
{
RelativeSizeAxes = Axes . Both ,
Alpha = 0.6f
} ,
}
} ,
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new Container
{
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Name = "Transparent playfield elements" ,
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RelativeSizeAxes = Axes . Both ,
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Padding = new MarginPadding { Left = left_area_size } ,
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Children = new Drawable [ ]
{
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new Container
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{
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Name = "Hit target container" ,
X = hit_target_offset ,
RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
{
hitExplosionContainer = new Container < HitExplosion >
{
Anchor = Anchor . CentreLeft ,
Origin = Anchor . Centre ,
RelativeSizeAxes = Axes . Y ,
BlendingMode = BlendingMode . Additive
} ,
barLineContainer = new Container < DrawableBarLine >
{
RelativeSizeAxes = Axes . Both ,
} ,
new HitTarget
{
Anchor = Anchor . CentreLeft ,
Origin = Anchor . Centre ,
} ,
hitObjectContainer = new Container
{
RelativeSizeAxes = Axes . Both ,
} ,
judgementContainer = new Container < DrawableTaikoJudgement >
{
RelativeSizeAxes = Axes . Y ,
BlendingMode = BlendingMode . Additive
} ,
} ,
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} ,
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}
} ,
leftBackgroundContainer = new Container
{
Name = "Left overlay" ,
Size = new Vector2 ( left_area_size , DEFAULT_PLAYFIELD_HEIGHT ) ,
BorderThickness = 1 ,
Children = new Drawable [ ]
{
leftBackground = new Box
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{
RelativeSizeAxes = Axes . Both ,
} ,
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new InputDrum
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{
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Anchor = Anchor . Centre ,
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Origin = Anchor . Centre ,
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RelativePositionAxes = Axes . X ,
Position = new Vector2 ( 0.10f , 0 ) ,
Scale = new Vector2 ( 0.9f )
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} ,
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new Box
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{
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Anchor = Anchor . TopRight ,
RelativeSizeAxes = Axes . Y ,
Width = 10 ,
ColourInfo = Framework . Graphics . Colour . ColourInfo . GradientHorizontal ( Color4 . Black . Opacity ( 0.6f ) , Color4 . Black . Opacity ( 0 ) ) ,
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} ,
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}
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} ,
}
} ,
topLevelHitContainer = new Container
{
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Name = "Top level hit objects" ,
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RelativeSizeAxes = Axes . Both ,
}
} ) ;
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}
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[BackgroundDependencyLoader]
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private void load ( OsuColour colours )
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{
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leftBackgroundContainer . BorderColour = colours . Gray0 ;
leftBackground . Colour = colours . Gray1 ;
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rightBackgroundContainer . BorderColour = colours . Gray1 ;
rightBackground . Colour = colours . Gray0 ;
}
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public override void Add ( DrawableHitObject < TaikoHitObject , TaikoJudgement > h )
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{
h . Depth = ( float ) h . HitObject . StartTime ;
base . Add ( h ) ;
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// Swells should be moved at the very top of the playfield when they reach the hit target
var swell = h as DrawableSwell ;
if ( swell ! = null )
swell . OnStart + = ( ) = > topLevelHitContainer . Add ( swell . CreateProxy ( ) ) ;
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}
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public void AddBarLine ( DrawableBarLine barLine )
{
barLineContainer . Add ( barLine ) ;
}
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public override void OnJudgement ( DrawableHitObject < TaikoHitObject , TaikoJudgement > judgedObject )
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{
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bool wasHit = judgedObject . Judgement . Result = = HitResult . Hit ;
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bool secondHit = judgedObject . Judgement . SecondHit ;
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judgementContainer . Add ( new DrawableTaikoJudgement ( judgedObject . Judgement )
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{
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Anchor = wasHit ? Anchor . TopLeft : Anchor . CentreLeft ,
Origin = wasHit ? Anchor . BottomCentre : Anchor . Centre ,
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RelativePositionAxes = Axes . X ,
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X = wasHit ? judgedObject . Position . X : 0 ,
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} ) ;
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if ( ! wasHit )
return ;
if ( ! secondHit )
{
if ( judgedObject . X > = - 0.05f & & ! ( judgedObject is DrawableSwell ) )
{
// If we're far enough away from the left stage, we should bring outselves in front of it
topLevelHitContainer . Add ( judgedObject . CreateProxy ( ) ) ;
}
hitExplosionContainer . Add ( new HitExplosion ( judgedObject . Judgement ) ) ;
}
else
hitExplosionContainer . Children . FirstOrDefault ( e = > e . Judgement = = judgedObject . Judgement ) ? . VisualiseSecondHit ( ) ;
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}
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/// <summary>
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/// This is a very special type of container. It serves a similar purpose to <see cref="FillMode.Fit"/>, however unlike <see cref="FillMode.Fit"/>,
/// this will only adjust the scale relative to the height of its parent and will maintain the original width relative to its parent.
///
/// <para>
/// By adjusting the scale relative to the height of its parent, the aspect ratio of this container's children is maintained, however this is undesirable
/// in the case where the hit object container should not have its width adjusted by scale. To counteract this, another container is nested inside this
/// container which takes care of reversing the width adjustment while appearing transparent to the user.
/// </para>
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/// </summary>
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private class ScaleFixContainer : Container
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{
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protected override Container < Drawable > Content = > widthAdjustmentContainer ;
private readonly WidthAdjustmentContainer widthAdjustmentContainer ;
/// <summary>
/// We only want to apply DrawScale in the Y-axis to preserve aspect ratio and <see cref="TaikoPlayfield"/> doesn't care about having its width adjusted.
/// </summary>
protected override Vector2 DrawScale = > Scale * RelativeToAbsoluteFactor . Y / DrawHeight ;
public ScaleFixContainer ( )
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{
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AddInternal ( widthAdjustmentContainer = new WidthAdjustmentContainer { ParentDrawScaleReference = ( ) = > DrawScale . X } ) ;
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}
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/// <summary>
/// The container type that reverses the <see cref="Drawable.DrawScale"/> width adjustment.
/// </summary>
private class WidthAdjustmentContainer : Container
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{
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/// <summary>
/// This container needs to know its parent's <see cref="Drawable.DrawScale"/> so it can reverse the width adjustment caused by <see cref="Drawable.DrawScale"/>.
/// </summary>
public Func < float > ParentDrawScaleReference ;
public WidthAdjustmentContainer ( )
{
// This container doesn't care about height, it should always fill its parent
RelativeSizeAxes = Axes . Y ;
}
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protected override void Update ( )
{
base . Update ( ) ;
// Reverse the DrawScale adjustment
Width = Parent . DrawSize . X / ParentDrawScaleReference ( ) ;
}
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}
}
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}
}