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osu-lazer/osu.Game.Rulesets.Taiko/UI/InputDrum.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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using System;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
{
/// <summary>
/// A component of the playfield that captures input and displays input as a drum.
/// </summary>
internal class InputDrum : Container
{
private const float middle_split = 0.025f;
[Cached]
private DrumSampleTriggerSource sampleTriggerSource;
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public InputDrum(HitObjectContainer hitObjectContainer)
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{
sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
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RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
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Children = new Drawable[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.InputDrum), _ => new Container
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{
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RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
Scale = new Vector2(0.9f),
Children = new Drawable[]
{
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new TaikoHalfDrum(false)
{
Name = "Left Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.X,
X = -middle_split / 2,
RimAction = TaikoAction.LeftRim,
CentreAction = TaikoAction.LeftCentre
},
new TaikoHalfDrum(true)
{
Name = "Right Half",
Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
RelativePositionAxes = Axes.X,
X = middle_split / 2,
RimAction = TaikoAction.RightRim,
CentreAction = TaikoAction.RightCentre
}
}
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}),
sampleTriggerSource
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};
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}
/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
private class TaikoHalfDrum : Container, IKeyBindingHandler<TaikoAction>
{
/// <summary>
/// The key to be used for the rim of the half-drum.
/// </summary>
public TaikoAction RimAction;
/// <summary>
/// The key to be used for the centre of the half-drum.
/// </summary>
public TaikoAction CentreAction;
private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
[Resolved]
private DrumSampleTriggerSource sampleTriggerSource { get; set; }
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public TaikoHalfDrum(bool flipped)
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{
Masking = true;
Children = new Drawable[]
{
rim = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
rimHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
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Blending = BlendingParameters.Additive,
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},
centre = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f)
},
centreHit = new Sprite
{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f),
Alpha = 0,
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Blending = BlendingParameters.Additive
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}
};
}
[BackgroundDependencyLoader]
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private void load(TextureStore textures, OsuColour colours)
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{
rim.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Gameplay/taiko/taiko-drum-inner-hit");
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rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
}
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public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
Drawable target = null;
Drawable back = null;
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if (e.Action == CentreAction)
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{
target = centreHit;
back = centre;
sampleTriggerSource.Play(HitType.Centre);
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}
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else if (e.Action == RimAction)
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{
target = rimHit;
back = rim;
sampleTriggerSource.Play(HitType.Rim);
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}
if (target != null)
{
const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
.Then()
.ScaleTo(1, up_time, Easing.OutQuint);
target.Animate(
t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
).Then(
t => t.ScaleTo(1, up_time, Easing.OutQuint),
t => t.FadeOut(up_time, Easing.OutQuint)
);
}
return false;
}
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public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
}
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}
}
}