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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoRulesetContainer.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;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Beatmaps;
using osu.Game.Input;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Taiko.Replays;
using OpenTK;
using OpenTK.Input;
using System.Linq;
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using osu.Framework.Input;
using System.Collections.Generic;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoRulesetContainer : ScrollingRulesetContainer<TaikoPlayfield, TaikoHitObject>
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{
private readonly HashSet<Key> centreKeys = new HashSet<Key>();
private readonly HashSet<Key> rimKeys = new HashSet<Key>();
private AudioManager audio;
private IEnumerable<KeyBinding> keyBindings;
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public TaikoRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(ruleset, beatmap, isForCurrentRuleset)
{
}
[BackgroundDependencyLoader]
private void load(AudioManager audio, KeyBindingStore store)
{
keyBindings = store.Query(Ruleset.RulesetInfo.ID, Ruleset.AvailableVariants?.First() ?? 0).Cast<KeyBinding>();
if (keyBindings.Count() == 0)
keyBindings = Ruleset.GetDefaultKeyBindings();
foreach (var kb in keyBindings)
{
var key = (Key)(kb.KeyCombination.Keys as InputKey[]).First();
var action = kb.GetAction<TaikoAction>();
if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
centreKeys.Add(key);
if (action == TaikoAction.LeftRim || action == TaikoAction.RightRim)
rimKeys.Add(key);
}
this.audio = audio;
loadBarLines();
}
private void loadBarLines()
{
TaikoHitObject lastObject = Beatmap.HitObjects[Beatmap.HitObjects.Count - 1];
double lastHitTime = 1 + (lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime;
var timingPoints = Beatmap.ControlPointInfo.TimingPoints.ToList();
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if (timingPoints.Count == 0)
return;
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int currentIndex = 0;
int currentBeat = 0;
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double time = timingPoints[currentIndex].Time;
while (time <= lastHitTime)
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{
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int nextIndex = currentIndex + 1;
if (nextIndex < timingPoints.Count && time > timingPoints[nextIndex].Time)
{
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currentIndex = nextIndex;
time = timingPoints[currentIndex].Time;
currentBeat = 0;
}
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var currentPoint = timingPoints[currentIndex];
var barLine = new BarLine
{
StartTime = time,
};
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barLine.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
bool isMajor = currentBeat % (int)currentPoint.TimeSignature == 0;
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Playfield.Add(isMajor ? new DrawableBarLineMajor(barLine) : new DrawableBarLine(barLine));
double bl = currentPoint.BeatLength;
if (bl < 800)
bl *= (int)currentPoint.TimeSignature;
time += bl;
currentBeat++;
}
}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (!args.Repeat)
{
var sampleBank = Beatmap.ControlPointInfo.SoundPointAt(WorkingBeatmap.Track.CurrentTime).SampleBank ?? "normal";
string sampleName = "";
if (centreKeys.Contains(args.Key))
sampleName = "hitnormal";
else if (rimKeys.Contains(args.Key))
sampleName = "hitclap";
audio.Sample.Get($"Gameplay/{sampleBank}-{sampleName}")?.Play();
}
return base.OnKeyDown(state, args);
}
protected override Vector2 GetPlayfieldAspectAdjust()
{
const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
const float default_aspect = 16f / 9f;
float aspectAdjust = MathHelper.Clamp(DrawWidth / DrawHeight, 0.4f, 4) / default_aspect;
return new Vector2(1, default_relative_height * aspectAdjust);
}
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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protected override BeatmapConverter<TaikoHitObject> CreateBeatmapConverter() => new TaikoBeatmapConverter(IsForCurrentRuleset);
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public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft
};
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protected override DrawableHitObject<TaikoHitObject> GetVisualRepresentation(TaikoHitObject h)
{
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var centreHit = h as CentreHit;
if (centreHit != null)
{
if (h.IsStrong)
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return new DrawableCentreHitStrong(centreHit);
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return new DrawableCentreHit(centreHit);
}
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var rimHit = h as RimHit;
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if (rimHit != null)
{
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if (h.IsStrong)
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return new DrawableRimHitStrong(rimHit);
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return new DrawableRimHit(rimHit);
}
var drumRoll = h as DrumRoll;
if (drumRoll != null)
{
return new DrawableDrumRoll(drumRoll);
}
var swell = h as Swell;
if (swell != null)
return new DrawableSwell(swell);
return null;
}
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protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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}
}