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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 System.Linq;
using JetBrains.Annotations;
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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;
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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;
using osu.Game.Screens.Play;
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using osu.Game.Skinning;
using osu.Game.Storyboards;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
{
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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 LockPlayfieldAspectRange = new BindableBool(true);
public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
protected new TaikoPlayfieldAdjustmentContainer PlayfieldAdjustmentContainer => (TaikoPlayfieldAdjustmentContainer)base.PlayfieldAdjustmentContainer;
protected override bool UserScrollSpeedAdjustment => false;
[CanBeNull]
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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{
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Direction.Value = ScrollingDirection.Left;
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VisualisationMethod = ScrollVisualisationMethod.Overlapping;
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}
[BackgroundDependencyLoader(true)]
private void load([CanBeNull] GameplayState gameplayState)
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{
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar));
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var spriteElements = gameplayState?.Storyboard.Layers.Where(l => l.Name != @"Overlay")
.SelectMany(l => l.Elements)
.OfType<StoryboardSprite>()
.DistinctBy(e => e.Path) ?? Enumerable.Empty<StoryboardSprite>();
if (spriteElements.Count() < 10)
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{
FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Scroller), _ => Empty())
{
RelativeSizeAxes = Axes.X,
Depth = float.MaxValue,
});
}
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KeyBindingInputManager.Add(new DrumTouchInputArea());
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}
protected override void Update()
{
base.Update();
TimeRange.Value = ComputeTimeRange();
}
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protected virtual double ComputeTimeRange()
{
// Adjust when we're using constant algorithm to not be sluggish.
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double multiplier = VisualisationMethod == ScrollVisualisationMethod.Constant ? 4 * Beatmap.Difficulty.SliderMultiplier : 1;
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return PlayfieldAdjustmentContainer.ComputeTimeRange() / multiplier;
}
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protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
var playfieldScreen = Playfield.ScreenSpaceDrawQuad;
if (scroller != null)
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
{
LockPlayfieldAspectRange = { BindTarget = LockPlayfieldAspectRange }
};
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);
protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
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}
}