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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 ;
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using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces ;
using osu.Framework.Graphics.Containers ;
using osu.Framework.Input.Bindings ;
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using osu.Game.Rulesets.Objects ;
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using osu.Game.Rulesets.Objects.Drawables ;
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using osu.Game.Rulesets.Scoring ;
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using osu.Game.Rulesets.UI.Scrolling ;
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using osu.Game.Skinning ;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
{
/// <summary>
/// Visualises a <see cref="HoldNote"/> hit object.
/// </summary>
public class DrawableHoldNote : DrawableManiaHitObject < HoldNote > , IKeyBindingHandler < ManiaAction >
{
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public override bool DisplayResult = > false ;
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public IBindable < bool > IsHitting = > isHitting ;
private readonly Bindable < bool > isHitting = new Bindable < bool > ( ) ;
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public DrawableHoldNoteHead Head = > headContainer . Child ;
public DrawableHoldNoteTail Tail = > tailContainer . Child ;
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private readonly Container < DrawableHoldNoteHead > headContainer ;
private readonly Container < DrawableHoldNoteTail > tailContainer ;
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private readonly Container < DrawableHoldNoteTick > tickContainer ;
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/// <summary>
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/// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed.
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/// </summary>
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private readonly Container sizingContainer ;
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/// <summary>
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/// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of <see cref="sizingContainer"/>.
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/// </summary>
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private readonly Container maskingContainer ;
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private readonly SkinnableDrawable bodyPiece ;
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/// <summary>
/// Time at which the user started holding this hold note. Null if the user is not holding this hold note.
/// </summary>
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public double? HoldStartTime { get ; private set ; }
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/// <summary>
/// Whether the hold note has been released too early and shouldn't give full score for the release.
/// </summary>
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public bool HasBroken { get ; private set ; }
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/// <summary>
/// Whether the hold note has been released potentially without having caused a break.
/// </summary>
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private double? releaseTime ;
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public DrawableHoldNote ( HoldNote hitObject )
: base ( hitObject )
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{
RelativeSizeAxes = Axes . X ;
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Container maskedContents ;
AddRangeInternal ( new Drawable [ ]
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{
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sizingContainer = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
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{
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maskingContainer = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Child = maskedContents = new Container
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{
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RelativeSizeAxes = Axes . Both ,
Masking = true ,
}
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} ,
headContainer = new Container < DrawableHoldNoteHead > { RelativeSizeAxes = Axes . Both }
}
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} ,
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bodyPiece = new SkinnableDrawable ( new ManiaSkinComponent ( ManiaSkinComponents . HoldNoteBody , hitObject . Column ) , _ = > new DefaultBodyPiece
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{
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RelativeSizeAxes = Axes . Both ,
} )
{
RelativeSizeAxes = Axes . X
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} ,
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tickContainer = new Container < DrawableHoldNoteTick > { RelativeSizeAxes = Axes . Both } ,
tailContainer = new Container < DrawableHoldNoteTail > { RelativeSizeAxes = Axes . Both } ,
} ) ;
maskedContents . AddRange ( new [ ]
{
bodyPiece . CreateProxy ( ) ,
tickContainer . CreateProxy ( ) ,
tailContainer . CreateProxy ( ) ,
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} ) ;
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}
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protected override void AddNestedHitObject ( DrawableHitObject hitObject )
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{
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base . AddNestedHitObject ( hitObject ) ;
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switch ( hitObject )
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{
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case DrawableHoldNoteHead head :
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headContainer . Child = head ;
break ;
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case DrawableHoldNoteTail tail :
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tailContainer . Child = tail ;
break ;
case DrawableHoldNoteTick tick :
tickContainer . Add ( tick ) ;
break ;
}
}
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protected override void ClearNestedHitObjects ( )
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{
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base . ClearNestedHitObjects ( ) ;
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headContainer . Clear ( ) ;
tailContainer . Clear ( ) ;
tickContainer . Clear ( ) ;
}
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protected override DrawableHitObject CreateNestedHitObject ( HitObject hitObject )
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{
switch ( hitObject )
{
case TailNote _ :
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return new DrawableHoldNoteTail ( this )
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{
Anchor = Anchor . TopCentre ,
Origin = Anchor . TopCentre ,
AccentColour = { BindTarget = AccentColour }
} ;
case Note _ :
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return new DrawableHoldNoteHead ( this )
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{
Anchor = Anchor . TopCentre ,
Origin = Anchor . TopCentre ,
AccentColour = { BindTarget = AccentColour }
} ;
case HoldNoteTick tick :
return new DrawableHoldNoteTick ( tick )
{
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HoldStartTime = ( ) = > HoldStartTime ,
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AccentColour = { BindTarget = AccentColour }
} ;
}
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return base . CreateNestedHitObject ( hitObject ) ;
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}
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protected override void OnDirectionChanged ( ValueChangedEvent < ScrollingDirection > e )
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{
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base . OnDirectionChanged ( e ) ;
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if ( e . NewValue = = ScrollingDirection . Up )
{
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bodyPiece . Anchor = bodyPiece . Origin = Anchor . TopLeft ;
sizingContainer . Anchor = sizingContainer . Origin = Anchor . BottomLeft ;
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}
else
{
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bodyPiece . Anchor = bodyPiece . Origin = Anchor . BottomLeft ;
sizingContainer . Anchor = sizingContainer . Origin = Anchor . TopLeft ;
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}
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}
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public override void PlaySamples ( )
{
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// Samples are played by the head/tail notes.
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}
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public override void OnKilled ( )
{
base . OnKilled ( ) ;
( bodyPiece . Drawable as IHoldNoteBody ) ? . Recycle ( ) ;
}
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protected override void Update ( )
{
base . Update ( ) ;
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if ( Time . Current < releaseTime )
releaseTime = null ;
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// Pad the full size container so its contents (i.e. the masking container) reach under the tail.
// This is required for the tail to not be masked away, since it lies outside the bounds of the hold note.
sizingContainer . Padding = new MarginPadding
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{
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Top = Direction . Value = = ScrollingDirection . Down ? - Tail . Height : 0 ,
Bottom = Direction . Value = = ScrollingDirection . Up ? - Tail . Height : 0 ,
} ;
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// Pad the masking container to the starting position of the body piece (half-way under the head).
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// This is required to make the body start getting masked immediately as soon as the note is held.
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maskingContainer . Padding = new MarginPadding
{
Top = Direction . Value = = ScrollingDirection . Up ? Head . Height / 2 : 0 ,
Bottom = Direction . Value = = ScrollingDirection . Down ? Head . Height / 2 : 0 ,
} ;
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// Position and resize the body to lie half-way under the head and the tail notes.
bodyPiece . Y = ( Direction . Value = = ScrollingDirection . Up ? 1 : - 1 ) * Head . Height / 2 ;
bodyPiece . Height = DrawHeight - Head . Height / 2 + Tail . Height / 2 ;
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// As the note is being held, adjust the size of the sizing container. This has two effects:
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// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
if ( Head . IsHit & & releaseTime = = null )
{
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// How far past the hit target this hold note is. Always a positive value.
float yOffset = Math . Max ( 0 , Direction . Value = = ScrollingDirection . Up ? - Y : Y ) ;
sizingContainer . Height = Math . Clamp ( 1 - yOffset / DrawHeight , 0 , 1 ) ;
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}
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}
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protected override void UpdateStateTransforms ( ArmedState state )
{
using ( BeginDelayedSequence ( HitObject . Duration , true ) )
base . UpdateStateTransforms ( state ) ;
}
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protected override void CheckForResult ( bool userTriggered , double timeOffset )
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{
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if ( Tail . AllJudged )
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{
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ApplyResult ( r = > r . Type = r . Judgement . MaxResult ) ;
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endHold ( ) ;
}
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if ( Tail . Judged & & ! Tail . IsHit )
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HasBroken = true ;
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}
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public bool OnPressed ( ManiaAction action )
{
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if ( AllJudged )
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return false ;
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if ( action ! = Action . Value )
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return false ;
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if ( CheckHittable ? . Invoke ( this , Time . Current ) = = false )
return false ;
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// The tail has a lenience applied to it which is factored into the miss window (i.e. the miss judgement will be delayed).
// But the hold cannot ever be started within the late-lenience window, so we should skip trying to begin the hold during that time.
// Note: Unlike below, we use the tail's start time to determine the time offset.
if ( Time . Current > Tail . HitObject . StartTime & & ! Tail . HitObject . HitWindows . CanBeHit ( Time . Current - Tail . HitObject . StartTime ) )
return false ;
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beginHoldAt ( Time . Current - Head . HitObject . StartTime ) ;
Head . UpdateResult ( ) ;
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return true ;
}
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private void beginHoldAt ( double timeOffset )
{
if ( timeOffset < - Head . HitObject . HitWindows . WindowFor ( HitResult . Miss ) )
return ;
HoldStartTime = Time . Current ;
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isHitting . Value = true ;
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}
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public void OnReleased ( ManiaAction action )
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{
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if ( AllJudged )
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return ;
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if ( action ! = Action . Value )
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return ;
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// Make sure a hold was started
if ( HoldStartTime = = null )
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return ;
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Tail . UpdateResult ( ) ;
endHold ( ) ;
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// If the key has been released too early, the user should not receive full score for the release
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if ( ! Tail . IsHit )
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HasBroken = true ;
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releaseTime = Time . Current ;
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}
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private void endHold ( )
{
HoldStartTime = null ;
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isHitting . Value = false ;
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}
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}
}