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Major rsefinements to taiko drawable classes.
This commit is contained in:
parent
6dc03c1cc4
commit
028e941ab2
@ -37,7 +37,7 @@ namespace osu.Desktop.VisualTests.Tests
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}
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});
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Add(new StrongCirclePiece
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Add(new CirclePiece(true)
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{
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Position = new Vector2(350, 100),
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AccentColour = Color4.DarkRed,
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@ -59,7 +59,7 @@ namespace osu.Desktop.VisualTests.Tests
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}
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});
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Add(new StrongCirclePiece
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Add(new CirclePiece(true)
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{
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Position = new Vector2(350, 300),
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AccentColour = Color4.DarkBlue,
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@ -89,7 +89,7 @@ namespace osu.Desktop.VisualTests.Tests
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KiaiMode = kiai,
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});
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Add(new StrongCirclePiece
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Add(new CirclePiece(true)
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{
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Position = new Vector2(575, 300),
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Width = 0.25f,
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@ -108,11 +108,12 @@ namespace osu.Desktop.VisualTests.Tests
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var d = new DrumRoll
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{
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StartTime = Time.Current + 1000,
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IsStrong = strong,
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Distance = 1000,
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PreEmpt = 1000,
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};
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playfield.Add(strong ? new DrawableStrongDrumRoll(d) : new DrawableDrumRoll(d));
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playfield.Add(new DrawableDrumRoll(d));
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}
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private void addCentreHit(bool strong)
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@ -15,13 +15,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableCentreHit(Hit hit)
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: base(hit)
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{
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Circle.Add(new CentreHitSymbolPiece());
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MainPiece.Add(new CentreHitSymbolPiece());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Circle.AccentColour = colours.PinkDarker;
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MainPiece.AccentColour = colours.PinkDarker;
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}
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}
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}
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@ -3,28 +3,23 @@
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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public class DrawableDrumRoll : DrawableTaikoHitObject
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public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
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{
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/// <summary>
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/// Number of rolling hits required to reach the dark/final accent colour.
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/// </summary>
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private const int rolling_hits_for_dark_accent = 5;
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private readonly DrumRoll drumRoll;
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private readonly CirclePiece circle;
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private Color4 accentDarkColour;
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/// <summary>
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@ -35,14 +30,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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this.drumRoll = drumRoll;
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RelativeSizeAxes = Axes.X;
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Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
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Add(circle = CreateCirclePiece());
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circle.KiaiMode = HitObject.Kiai;
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foreach (var tick in drumRoll.Ticks)
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{
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var newTick = new DrawableDrumRollTick(tick)
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@ -53,14 +40,22 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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newTick.OnJudgement += onTickJudgement;
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AddNested(newTick);
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Add(newTick);
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MainPiece.Add(newTick);
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}
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = HitObject.IsStrong };
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece(HitObject.IsStrong)
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{
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Length = (float)(HitObject.Duration / HitObject.PreEmpt),
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PlayfieldLengthReference = () => Parent.DrawSize.X
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};
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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circle.AccentColour = AccentColour = colours.YellowDark;
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MainPiece.AccentColour = AccentColour = colours.YellowDark;
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accentDarkColour = colours.YellowDarker;
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}
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@ -72,7 +67,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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// is further than mid point of the play field, so the time taken to scroll in should always
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// be greater than the time taken to scroll out to the left of the screen.
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// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
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LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt;
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LifetimeEnd = HitObject.EndTime + HitObject.PreEmpt;
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}
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private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
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@ -85,7 +80,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
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Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
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circle.FadeAccent(newAccent, 100);
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MainPiece.FadeAccent(newAccent, 100);
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}
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protected override void CheckJudgement(bool userTriggered)
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@ -98,10 +93,10 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
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if (countHit > drumRoll.RequiredGoodHits)
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if (countHit > HitObject.RequiredGoodHits)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
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Judgement.TaikoResult = countHit >= HitObject.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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@ -3,79 +3,37 @@
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Input;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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public class DrawableDrumRollTick : DrawableTaikoHitObject
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public class DrawableDrumRollTick : DrawableTaikoHitObject<DrumRollTick>
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{
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/// <summary>
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/// The size of a tick.
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/// </summary>
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private const float tick_size = TaikoHitObject.CIRCLE_RADIUS / 2;
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/// <summary>
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/// Any tick that is not the first for a drumroll is not filled, but is instead displayed
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/// as a hollow circle. This is what controls the border width of that circle.
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/// </summary>
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private const float tick_border_width = tick_size / 4;
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private readonly DrumRollTick tick;
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private readonly CircularContainer bodyContainer;
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public DrawableDrumRollTick(DrumRollTick tick)
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: base(tick)
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{
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this.tick = tick;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.X;
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Size = new Vector2(tick_size);
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Children = new[]
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{
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bodyContainer = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = tick_border_width,
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BorderColour = Color4.White,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = tick.FirstTick ? 1 : 0,
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AlwaysPresent = true
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}
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}
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}
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};
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = tick.IsStrong };
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protected override TaikoPiece CreateMainPiece() => new TickPiece
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{
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Filled = HitObject.FirstTick
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};
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = HitObject.IsStrong };
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > tick.HitWindow)
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if (Judgement.TimeOffset > HitObject.HitWindow)
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Judgement.Result = HitResult.Miss;
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return;
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}
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if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
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if (Math.Abs(Judgement.TimeOffset) < HitObject.HitWindow)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = TaikoHitResult.Great;
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@ -87,7 +45,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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switch (state)
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{
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case ArmedState.Hit:
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bodyContainer.ScaleTo(0, 100, EasingTypes.OutQuint);
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Content.ScaleTo(0, 100, EasingTypes.OutQuint);
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break;
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}
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}
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@ -4,29 +4,19 @@
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using System;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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public abstract class DrawableHit : DrawableTaikoHitObject
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public abstract class DrawableHit : DrawableTaikoHitObject<Hit>
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{
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/// <summary>
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/// A list of keys which can result in hits for this HitObject.
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/// </summary>
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protected abstract Key[] HitKeys { get; }
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protected override Container<Drawable> Content => bodyContainer;
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protected readonly CirclePiece Circle;
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private readonly Hit hit;
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private readonly Container bodyContainer;
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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@ -35,41 +25,28 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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protected DrawableHit(Hit hit)
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: base(hit)
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{
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this.hit = hit;
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AddInternal(bodyContainer = new Container
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new[]
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{
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Circle = CreateCirclePiece()
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}
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});
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Circle.KiaiMode = HitObject.Kiai;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered)
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{
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if (Judgement.TimeOffset > hit.HitWindowGood)
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if (Judgement.TimeOffset > HitObject.HitWindowGood)
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Judgement.Result = HitResult.Miss;
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return;
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}
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double hitOffset = Math.Abs(Judgement.TimeOffset);
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if (hitOffset > hit.HitWindowMiss)
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if (hitOffset > HitObject.HitWindowMiss)
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return;
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if (!validKeyPressed)
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Judgement.Result = HitResult.Miss;
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else if (hitOffset < hit.HitWindowGood)
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else if (hitOffset < HitObject.HitWindowGood)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
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Judgement.TaikoResult = hitOffset < HitObject.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.Result = HitResult.Miss;
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@ -92,16 +69,16 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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switch (State)
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{
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case ArmedState.Idle:
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Delay(hit.HitWindowMiss);
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Delay(HitObject.HitWindowMiss);
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break;
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case ArmedState.Miss:
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FadeOut(100);
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break;
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case ArmedState.Hit:
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bodyContainer.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
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bodyContainer.MoveToY(-200, 250, EasingTypes.Out);
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bodyContainer.Delay(250);
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bodyContainer.MoveToY(0, 500, EasingTypes.In);
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Content.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
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Content.MoveToY(-200, 250, EasingTypes.Out);
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Content.Delay(250);
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Content.MoveToY(0, 500, EasingTypes.In);
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FadeOut(600);
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break;
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@ -15,13 +15,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableRimHit(Hit hit)
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: base(hit)
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{
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Circle.Add(new RimHitSymbolPiece());
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MainPiece.Add(new RimHitSymbolPiece());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Circle.AccentColour = colours.BlueDarker;
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MainPiece.AccentColour = colours.BlueDarker;
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}
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}
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}
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@ -15,13 +15,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableStrongCentreHit(Hit hit)
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: base(hit)
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{
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Circle.Add(new CentreHitSymbolPiece());
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MainPiece.Add(new CentreHitSymbolPiece());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Circle.AccentColour = colours.PinkDarker;
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MainPiece.AccentColour = colours.PinkDarker;
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}
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}
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}
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@ -1,20 +0,0 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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public class DrawableStrongDrumRoll : DrawableDrumRoll
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{
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public DrawableStrongDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = true };
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protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece();
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}
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}
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@ -6,8 +6,8 @@ using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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using OpenTK.Input;
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using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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@ -28,9 +28,9 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoStrongHitJudgement();
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protected override TaikoPiece CreateMainPiece() => new CirclePiece(true);
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protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece();
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protected override TaikoJudgement CreateJudgement() => new TaikoStrongHitJudgement();
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protected override void CheckJudgement(bool userTriggered)
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{
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@ -15,13 +15,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableStrongRimHit(Hit hit)
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: base(hit)
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{
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Circle.Add(new RimHitSymbolPiece());
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MainPiece.Add(new RimHitSymbolPiece());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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Circle.AccentColour = colours.BlueDarker;
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MainPiece.AccentColour = colours.BlueDarker;
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}
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}
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}
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@ -18,7 +18,7 @@ using OpenTK.Input;
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namespace osu.Game.Modes.Taiko.Objects.Drawables
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{
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public class DrawableSwell : DrawableTaikoHitObject
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public class DrawableSwell : DrawableTaikoHitObject<Swell>
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{
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/// <summary>
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/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
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@ -31,8 +31,6 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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private const float target_ring_scale = 5f;
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private const float inner_ring_alpha = 0.65f;
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private readonly Swell swell;
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private readonly Container bodyContainer;
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private readonly CircularContainer targetRing;
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private readonly CircularContainer expandingRing;
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@ -54,12 +52,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
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public DrawableSwell(Swell swell)
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: base(swell)
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{
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this.swell = swell;
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Children = new Drawable[]
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{
|
||||
bodyContainer = new Container
|
||||
{
|
||||
AutoSizeAxes = Axes.Both,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
expandingRing = new CircularContainer
|
||||
@ -120,6 +117,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
},
|
||||
circlePiece = new CirclePiece
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Children = new []
|
||||
{
|
||||
symbol = new SwellSymbolPiece()
|
||||
@ -146,18 +145,18 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
{
|
||||
userHits++;
|
||||
|
||||
var completion = (float)userHits / swell.RequiredHits;
|
||||
var completion = (float)userHits / HitObject.RequiredHits;
|
||||
|
||||
expandingRing.FadeTo(expandingRing.Alpha + MathHelper.Clamp(completion / 16, 0.1f, 0.6f), 50);
|
||||
expandingRing.Delay(50);
|
||||
expandingRing.FadeTo(completion / 8, 2000, EasingTypes.OutQuint);
|
||||
expandingRing.DelayReset();
|
||||
|
||||
symbol.RotateTo((float)(completion * swell.Duration / 8), 4000, EasingTypes.OutQuint);
|
||||
symbol.RotateTo((float)(completion * HitObject.Duration / 8), 4000, EasingTypes.OutQuint);
|
||||
|
||||
expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, EasingTypes.OutQuint);
|
||||
|
||||
if (userHits == swell.RequiredHits)
|
||||
if (userHits == HitObject.RequiredHits)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = TaikoHitResult.Great;
|
||||
@ -169,7 +168,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
return;
|
||||
|
||||
//TODO: THIS IS SHIT AND CAN'T EXIST POST-TAIKO WORLD CUP
|
||||
if (userHits > swell.RequiredHits / 2)
|
||||
if (userHits > HitObject.RequiredHits / 2)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = TaikoHitResult.Good;
|
||||
@ -189,7 +188,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
|
||||
Delay(preempt, true);
|
||||
|
||||
Delay(Judgement.TimeOffset + swell.Duration, true);
|
||||
Delay(Judgement.TimeOffset + HitObject.Duration, true);
|
||||
|
||||
const float out_transition_time = 300;
|
||||
|
||||
|
@ -3,15 +3,18 @@
|
||||
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
|
||||
using OpenTK;
|
||||
using OpenTK.Input;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
{
|
||||
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
|
||||
public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableHitObject<TaikoHitObject, TaikoJudgement>
|
||||
where TaikoHitType : TaikoHitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
|
||||
@ -19,35 +22,56 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
|
||||
/// </summary>
|
||||
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
|
||||
|
||||
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
|
||||
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
|
||||
|
||||
protected override Container<Drawable> Content => bodyContainer;
|
||||
|
||||
protected readonly TaikoPiece MainPiece;
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
|
||||
public new TaikoHitType HitObject;
|
||||
|
||||
protected DrawableTaikoHitObject(TaikoHitType hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
HitObject = hitObject;
|
||||
|
||||
Anchor = Anchor.CentreLeft;
|
||||
Origin = Anchor.CentreLeft;
|
||||
Origin = Anchor.Custom;
|
||||
|
||||
AutoSizeAxes = Axes.Both;
|
||||
|
||||
RelativePositionAxes = Axes.X;
|
||||
|
||||
AddInternal(bodyContainer = new Container
|
||||
{
|
||||
AutoSizeAxes = Axes.Both,
|
||||
Children = new[]
|
||||
{
|
||||
MainPiece = CreateMainPiece()
|
||||
}
|
||||
});
|
||||
|
||||
MainPiece.KiaiMode = HitObject.Kiai;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
|
||||
|
||||
base.LoadComplete();
|
||||
}
|
||||
|
||||
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
|
||||
|
||||
protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
|
||||
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece(HitObject.IsStrong);
|
||||
|
||||
/// <summary>
|
||||
/// Sets the scroll position of the DrawableHitObject relative to the offset between
|
||||
/// a time value and the HitObject's StartTime.
|
||||
/// </summary>
|
||||
/// <param name="time"></param>
|
||||
protected virtual void UpdateScrollPosition(double time)
|
||||
{
|
||||
MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
|
||||
}
|
||||
protected virtual void UpdateScrollPosition(double time) => MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
|
@ -1,12 +1,10 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Graphics.Backgrounds;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
@ -15,26 +13,30 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
/// <summary>
|
||||
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
|
||||
/// <para>
|
||||
/// The body of this piece will overshoot its parent by <see cref="CirclePiece.Height"/> to form
|
||||
/// a rounded (_[-Width-]_) figure such that a regular "circle" is the result of a parent with Width = 0.
|
||||
/// Note that this can actually be non-circle if the width is changed. See <see cref="ElongatedCirclePiece"/>
|
||||
/// for a usage example.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class CirclePiece : Container, IHasAccentColour
|
||||
public class CirclePiece : TaikoPiece
|
||||
{
|
||||
public const float SYMBOL_SIZE = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
|
||||
public const float SYMBOL_BORDER = 8;
|
||||
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
|
||||
|
||||
private Color4 accentColour;
|
||||
/// <summary>
|
||||
/// The amount to scale up the base circle to show it as a "strong" piece.
|
||||
/// </summary>
|
||||
private const float strong_scale = 1.5f;
|
||||
|
||||
/// <summary>
|
||||
/// The colour of the inner circle and outer glows.
|
||||
/// </summary>
|
||||
public Color4 AccentColour
|
||||
public override Color4 AccentColour
|
||||
{
|
||||
get { return accentColour; }
|
||||
get { return base.AccentColour; }
|
||||
set
|
||||
{
|
||||
accentColour = value;
|
||||
base.AccentColour = value;
|
||||
|
||||
background.Colour = AccentColour;
|
||||
|
||||
@ -42,107 +44,92 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
}
|
||||
}
|
||||
|
||||
private bool kiaiMode;
|
||||
/// <summary>
|
||||
/// Whether Kiai mode effects are enabled for this circle piece.
|
||||
/// </summary>
|
||||
public bool KiaiMode
|
||||
public override bool KiaiMode
|
||||
{
|
||||
get { return kiaiMode; }
|
||||
get { return base.KiaiMode; }
|
||||
set
|
||||
{
|
||||
kiaiMode = value;
|
||||
base.KiaiMode = value;
|
||||
|
||||
resetEdgeEffects();
|
||||
}
|
||||
}
|
||||
|
||||
public override Anchor Origin
|
||||
{
|
||||
get { return Anchor.CentreLeft; }
|
||||
set { throw new InvalidOperationException($"{nameof(CirclePiece)} must always use CentreLeft origin."); }
|
||||
}
|
||||
protected override Container<Drawable> Content => content;
|
||||
|
||||
protected override Container<Drawable> Content => SymbolContainer;
|
||||
protected readonly Container SymbolContainer;
|
||||
private readonly Container content;
|
||||
|
||||
private readonly Container background;
|
||||
private readonly Container innerLayer;
|
||||
|
||||
public CirclePiece()
|
||||
public CirclePiece(bool isStrong = false)
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
Height = TaikoHitObject.CIRCLE_RADIUS * 2;
|
||||
|
||||
// The "inner layer" is the body of the CirclePiece that overshoots it by Height/2 px on both sides
|
||||
AddInternal(innerLayer = new Container
|
||||
AddInternal(new Drawable[]
|
||||
{
|
||||
Name = "Inner Layer",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Children = new Drawable[]
|
||||
background = new CircularContainer
|
||||
{
|
||||
background = new CircularContainer
|
||||
Name = "Background",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
Name = "Background",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
new Box
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
new Triangles
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ColourLight = Color4.White,
|
||||
ColourDark = Color4.White.Darken(0.1f)
|
||||
}
|
||||
}
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BorderThickness = 8,
|
||||
BorderColour = Color4.White,
|
||||
Masking = true,
|
||||
Children = new[]
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
new Triangles
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ColourLight = Color4.White,
|
||||
ColourDark = Color4.White.Darken(0.1f)
|
||||
}
|
||||
},
|
||||
SymbolContainer = new Container
|
||||
{
|
||||
Name = "Symbol",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
}
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BorderThickness = 8,
|
||||
BorderColour = Color4.White,
|
||||
Masking = true,
|
||||
Children = new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
}
|
||||
},
|
||||
content = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Name = "Symbol",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// Add the overshoot to compensate for corner radius
|
||||
innerLayer.Width = DrawWidth + DrawHeight;
|
||||
if (isStrong)
|
||||
{
|
||||
Size *= strong_scale;
|
||||
|
||||
//for symbols etc.
|
||||
Content.Scale *= strong_scale;
|
||||
}
|
||||
}
|
||||
|
||||
private void resetEdgeEffects()
|
||||
|
@ -0,0 +1,41 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Framework.Graphics.Primitives;
|
||||
using osu.Game.Modes.Taiko.UI;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
{
|
||||
public class ElongatedCirclePiece : CirclePiece
|
||||
{
|
||||
/// <summary>
|
||||
/// As we are being used to define the absolute size of hits, we need to be given a relative reference of our containing <see cref="TaikoPlayfield"/>.
|
||||
/// </summary>
|
||||
public Func<float> PlayfieldLengthReference;
|
||||
|
||||
/// <summary>
|
||||
/// The length of this piece as a multiple of the value returned by <see cref="PlayfieldLengthReference"/>
|
||||
/// </summary>
|
||||
public float Length;
|
||||
|
||||
public ElongatedCirclePiece(bool isStrong = false) : base(isStrong)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
|
||||
var contentPadding = DrawHeight / 2 * Content.Scale.X;
|
||||
|
||||
Content.Padding = new MarginPadding
|
||||
{
|
||||
Left = contentPadding,
|
||||
Right = contentPadding,
|
||||
};
|
||||
|
||||
Width = (PlayfieldLengthReference?.Invoke() ?? 0) * Length + DrawHeight;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,25 +0,0 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
|
||||
/// </summary>
|
||||
public class StrongCirclePiece : CirclePiece
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount to scale up the base circle to show it as a "strong" piece.
|
||||
/// </summary>
|
||||
private const float strong_scale = 1.5f;
|
||||
|
||||
public StrongCirclePiece()
|
||||
{
|
||||
SymbolContainer.Scale = new Vector2(strong_scale);
|
||||
}
|
||||
|
||||
public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
|
||||
}
|
||||
}
|
45
osu.Game.Modes.Taiko/Objects/Drawables/Pieces/TaikoPiece.cs
Normal file
45
osu.Game.Modes.Taiko/Objects/Drawables/Pieces/TaikoPiece.cs
Normal file
@ -0,0 +1,45 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
{
|
||||
public class TaikoPiece : Container, IHasAccentColour
|
||||
{
|
||||
private Color4 accentColour;
|
||||
/// <summary>
|
||||
/// The colour of the inner circle and outer glows.
|
||||
/// </summary>
|
||||
public virtual Color4 AccentColour
|
||||
{
|
||||
get { return accentColour; }
|
||||
set
|
||||
{
|
||||
accentColour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private bool kiaiMode;
|
||||
/// <summary>
|
||||
/// Whether Kiai mode effects are enabled for this circle piece.
|
||||
/// </summary>
|
||||
public virtual bool KiaiMode
|
||||
{
|
||||
get { return kiaiMode; }
|
||||
set
|
||||
{
|
||||
kiaiMode = value;
|
||||
}
|
||||
}
|
||||
|
||||
public TaikoPiece()
|
||||
{
|
||||
//just a default
|
||||
Size = new Vector2(TaikoHitObject.CIRCLE_RADIUS * 2);
|
||||
}
|
||||
}
|
||||
}
|
60
osu.Game.Modes.Taiko/Objects/Drawables/Pieces/TickPiece.cs
Normal file
60
osu.Game.Modes.Taiko/Objects/Drawables/Pieces/TickPiece.cs
Normal file
@ -0,0 +1,60 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawables.Pieces
|
||||
{
|
||||
public class TickPiece : TaikoPiece
|
||||
{
|
||||
/// <summary>
|
||||
/// Any tick that is not the first for a drumroll is not filled, but is instead displayed
|
||||
/// as a hollow circle. This is what controls the border width of that circle.
|
||||
/// </summary>
|
||||
private const float tick_border_width = TaikoHitObject.CIRCLE_RADIUS / 2 / 4;
|
||||
|
||||
/// <summary>
|
||||
/// The size of a tick.
|
||||
/// </summary>
|
||||
private const float tick_size = TaikoHitObject.CIRCLE_RADIUS / 2;
|
||||
|
||||
private bool filled;
|
||||
public bool Filled
|
||||
{
|
||||
get { return filled; }
|
||||
set
|
||||
{
|
||||
filled = value;
|
||||
fillBox.Alpha = filled ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
private readonly Box fillBox;
|
||||
|
||||
public TickPiece()
|
||||
{
|
||||
Size = new Vector2(tick_size);
|
||||
|
||||
Add(new CircularContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
BorderThickness = tick_border_width,
|
||||
BorderColour = Color4.White,
|
||||
Children = new[]
|
||||
{
|
||||
fillBox = new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
@ -25,7 +25,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
public float VelocityMultiplier = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The time to scroll in the HitObject.
|
||||
/// The time from the initial right (off-screen) spawn position to the centre of the hit target.
|
||||
/// </summary>
|
||||
public double PreEmpt;
|
||||
|
||||
|
@ -133,8 +133,6 @@ namespace osu.Game.Modes.Taiko.UI
|
||||
var drumRoll = h as DrumRoll;
|
||||
if (drumRoll != null)
|
||||
{
|
||||
if (h.IsStrong)
|
||||
return new DrawableStrongDrumRoll(drumRoll);
|
||||
return new DrawableDrumRoll(drumRoll);
|
||||
}
|
||||
|
||||
|
@ -61,18 +61,19 @@
|
||||
<Compile Include="Objects\Drawables\DrawableStrongRimHit.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableCentreHit.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableHit.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableStrongDrumRoll.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableStrongCentreHit.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableStrongHit.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\ElongatedCirclePiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\CentreHitSymbolPiece.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableDrumRoll.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableDrumRollTick.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableSwell.cs" />
|
||||
<Compile Include="Objects\Drawables\DrawableTaikoHitObject.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\RimHitSymbolPiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\StrongCirclePiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\CirclePiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\SwellSymbolPiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\TaikoPiece.cs" />
|
||||
<Compile Include="Objects\Drawables\Pieces\TickPiece.cs" />
|
||||
<Compile Include="Objects\DrumRoll.cs" />
|
||||
<Compile Include="Objects\DrumRollTick.cs" />
|
||||
<Compile Include="Objects\Hit.cs" />
|
||||
|
Loading…
Reference in New Issue
Block a user