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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs

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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.Shapes;
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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;
using System.Linq;
using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Framework.Input.Bindings;
using osu.Game.Beatmaps.ControlPoints;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using System.Collections.Generic;
using osu.Game.Audio;
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using System;
using osu.Game.Rulesets.Taiko.Audio;
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namespace osu.Game.Rulesets.Taiko.UI
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{
public class TaikoPlayfield : ScrollingPlayfield, IKeyBindingHandler<TaikoAction>
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
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/// </summary>
public const float DEFAULT_HEIGHT = 178;
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/// <summary>
/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
/// </summary>
public const float HIT_TARGET_OFFSET = 100;
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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;
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private readonly Container<HitExplosion> hitExplosionContainer;
private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
private readonly Container<DrawableTaikoJudgement> judgementContainer;
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protected override Container<Drawable> Content => content;
private readonly Container content;
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private readonly Container topLevelHitContainer;
private readonly Container barlineContainer;
private readonly Container overlayBackgroundContainer;
private readonly Container backgroundContainer;
private readonly Box overlayBackground;
private readonly Box background;
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private readonly ControlPointInfo controlPointInfo;
private readonly List<DrumSampleMapping> drumSampleMappings = new List<DrumSampleMapping>();
public TaikoPlayfield(ControlPointInfo controlPointInfo)
: base(Axes.X)
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{
this.controlPointInfo = controlPointInfo;
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AddRangeInternal(new Drawable[]
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{
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backgroundContainer = new Container
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{
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Name = "Transparent playfield background",
RelativeSizeAxes = Axes.Both,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.2f),
Radius = 5,
},
Children = new Drawable[]
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{
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background = new Box
{
RelativeSizeAxes = Axes.Both,
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Alpha = 0.6f
},
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}
},
new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = left_area_size },
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Children = new Drawable[]
{
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new Container
{
Name = "Masked elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
Masking = true,
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Children = new Drawable[]
{
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hitExplosionContainer = new Container<HitExplosion>
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{
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
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Blending = BlendingMode.Additive,
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},
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new HitTarget
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit
}
}
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},
barlineContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }
},
content = new Container
{
Name = "Hit objects",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
Masking = true
},
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
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Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Blending = BlendingMode.Additive
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},
judgementContainer = new Container<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Blending = BlendingMode.Additive
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},
}
},
overlayBackgroundContainer = new Container
{
Name = "Left overlay",
RelativeSizeAxes = Axes.Y,
Size = new Vector2(left_area_size, 1),
Children = new Drawable[]
{
overlayBackground = new Box
{
RelativeSizeAxes = Axes.Both,
},
new InputDrum
{
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Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
Scale = new Vector2(0.9f),
Margin = new MarginPadding { Right = 20 }
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},
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)),
},
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}
},
new Container
{
Name = "Border",
RelativeSizeAxes = Axes.Both,
Masking = true,
MaskingSmoothness = 0,
BorderThickness = 2,
AlwaysPresent = true,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
}
}
},
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topLevelHitContainer = new Container
{
Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
}
});
VisibleTimeRange.Value = 6000;
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}
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audio)
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{
// We may have 0 sample points, but we need at least the default one
var samplePoints = new[] { controlPointInfo.SamplePointAt(double.MinValue) }
.Concat(controlPointInfo.SamplePoints);
foreach (var s in samplePoints)
{
var mapping = new DrumSampleMapping(s);
mapping.RetrieveChannels(audio);
drumSampleMappings.Add(mapping);
}
overlayBackgroundContainer.BorderColour = colours.Gray0;
overlayBackground.Colour = colours.Gray1;
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backgroundContainer.BorderColour = colours.Gray1;
background.Colour = colours.Gray0;
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}
public override void Add(DrawableHitObject h)
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{
h.Depth = (float)h.HitObject.StartTime;
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base.Add(h);
var barline = h as DrawableBarLine;
if (barline != null)
barlineContainer.Add(barline.CreateProxy());
// 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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}
public override void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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{
if (judgedObject.DisplayJudgement && judgementContainer.FirstOrDefault(j => j.JudgedObject == judgedObject) == null)
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{
judgementContainer.Add(new DrawableTaikoJudgement(judgedObject, judgement)
{
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Anchor = judgement.IsHit ? Anchor.TopLeft : Anchor.CentreLeft,
Origin = judgement.IsHit ? Anchor.BottomCentre : Anchor.Centre,
RelativePositionAxes = Axes.X,
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X = judgement.IsHit ? judgedObject.Position.X : 0,
});
}
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if (!judgement.IsHit)
return;
bool isRim = judgedObject.HitObject is RimHit;
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if (judgement is TaikoStrongHitJudgement)
hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == judgedObject)?.VisualiseSecondHit();
else
{
if (judgedObject.X >= -0.05f && judgedObject is DrawableHit)
{
// If we're far enough away from the left stage, we should bring outselves in front of it
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// Todo: The following try-catch is temporary for replay rewinding support
try
{
topLevelHitContainer.Add(judgedObject.CreateProxy());
}
catch
{
}
}
hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim));
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if (judgedObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
}
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}
public bool OnPressed(TaikoAction action)
{
var mappingIndex = drumSampleMappings.BinarySearch(new DrumSampleMapping { Time = Time.Current });
if (mappingIndex < 0)
mappingIndex = ~mappingIndex - 1;
var mapping = drumSampleMappings[mappingIndex];
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if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
mapping.CentreChannel.Play();
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else
mapping.RimChannel.Play();
return true;
}
public bool OnReleased(TaikoAction action) => false;
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}
}