mirror of
https://github.com/ppy/osu.git
synced 2024-11-13 15:27:30 +08:00
Move trigger source to own file
Having such a large nested class inside a small top level class is VERY confusing.
This commit is contained in:
parent
d4c252ddf9
commit
48f27ff340
@ -1,11 +1,8 @@
|
||||
// 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.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Skinning;
|
||||
@ -25,120 +22,5 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
|
||||
|
||||
protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) =>
|
||||
new ArgonDrumSampleTriggerSource(hitObjectContainer, balance);
|
||||
|
||||
public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
|
||||
{
|
||||
private readonly HitObjectContainer hitObjectContainer;
|
||||
|
||||
[Resolved]
|
||||
private ISkinSource skinSource { get; set; } = null!;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum time to leave between flourishes that are added to strong rim hits.
|
||||
/// </summary>
|
||||
private const double time_between_flourishes = 2000;
|
||||
|
||||
public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
|
||||
: base(hitObjectContainer, balance)
|
||||
{
|
||||
this.hitObjectContainer = hitObjectContainer;
|
||||
}
|
||||
|
||||
public override void Play(HitType hitType, bool strong)
|
||||
{
|
||||
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
|
||||
|
||||
if (hitObject == null)
|
||||
return;
|
||||
|
||||
var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
|
||||
|
||||
// If the sample is provided by a legacy skin, we should not try and do anything special.
|
||||
if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
|
||||
{
|
||||
base.Play(hitType, strong);
|
||||
return;
|
||||
}
|
||||
|
||||
// let the magic begin...
|
||||
var samplesToPlay = new List<ISampleInfo> { new VolumeAwareHitSampleInfo(originalSample, strong) };
|
||||
|
||||
if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
|
||||
samplesToPlay.Add(new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
|
||||
|
||||
PlaySamples(samplesToPlay.ToArray());
|
||||
}
|
||||
|
||||
private bool canPlayFlourish(TaikoHitObject hitObject)
|
||||
{
|
||||
double? lastFlourish = null;
|
||||
|
||||
var hitObjects = hitObjectContainer.AliveObjects
|
||||
.Reverse()
|
||||
.Select(d => d.HitObject)
|
||||
.OfType<Hit>()
|
||||
.Where(h => h.IsStrong && h.Type == HitType.Rim);
|
||||
|
||||
// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
|
||||
// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
|
||||
// end of groups/combos of strong rim hits instead of the start.
|
||||
foreach (var h in hitObjects)
|
||||
{
|
||||
bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
|
||||
|
||||
if (canFlourish)
|
||||
lastFlourish = h.StartTime;
|
||||
|
||||
if (h == hitObject)
|
||||
return canFlourish;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public class VolumeAwareHitSampleInfo : HitSampleInfo
|
||||
{
|
||||
public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
|
||||
public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
|
||||
|
||||
public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
|
||||
: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
|
||||
{
|
||||
}
|
||||
|
||||
public override IEnumerable<string> LookupNames
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (string name in base.LookupNames)
|
||||
yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
|
||||
}
|
||||
}
|
||||
|
||||
private static string getBank(string originalBank, string sampleName, int volume)
|
||||
{
|
||||
// So basically we're overwriting mapper's bank intentions here.
|
||||
// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
|
||||
|
||||
switch (sampleName)
|
||||
{
|
||||
case HIT_NORMAL:
|
||||
case HIT_CLAP:
|
||||
{
|
||||
if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
|
||||
return BANK_DRUM;
|
||||
|
||||
if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
|
||||
return BANK_NORMAL;
|
||||
|
||||
return BANK_SOFT;
|
||||
}
|
||||
|
||||
default:
|
||||
return originalBank;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,129 @@
|
||||
// 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.
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Rulesets.Taiko.Objects;
|
||||
using osu.Game.Rulesets.Taiko.UI;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
|
||||
{
|
||||
public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
|
||||
{
|
||||
private readonly HitObjectContainer hitObjectContainer;
|
||||
|
||||
[Resolved]
|
||||
private ISkinSource skinSource { get; set; } = null!;
|
||||
|
||||
/// <summary>
|
||||
/// The minimum time to leave between flourishes that are added to strong rim hits.
|
||||
/// </summary>
|
||||
private const double time_between_flourishes = 2000;
|
||||
|
||||
public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
|
||||
: base(hitObjectContainer, balance)
|
||||
{
|
||||
this.hitObjectContainer = hitObjectContainer;
|
||||
}
|
||||
|
||||
public override void Play(HitType hitType, bool strong)
|
||||
{
|
||||
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
|
||||
|
||||
if (hitObject == null)
|
||||
return;
|
||||
|
||||
var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
|
||||
|
||||
// If the sample is provided by a legacy skin, we should not try and do anything special.
|
||||
if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
|
||||
{
|
||||
base.Play(hitType, strong);
|
||||
return;
|
||||
}
|
||||
|
||||
// let the magic begin...
|
||||
var samplesToPlay = new List<ISampleInfo> { new VolumeAwareHitSampleInfo(originalSample, strong) };
|
||||
|
||||
if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
|
||||
samplesToPlay.Add(new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true));
|
||||
|
||||
PlaySamples(samplesToPlay.ToArray());
|
||||
}
|
||||
|
||||
private bool canPlayFlourish(TaikoHitObject hitObject)
|
||||
{
|
||||
double? lastFlourish = null;
|
||||
|
||||
var hitObjects = hitObjectContainer.AliveObjects
|
||||
.Reverse()
|
||||
.Select(d => d.HitObject)
|
||||
.OfType<Hit>()
|
||||
.Where(h => h.IsStrong && h.Type == HitType.Rim);
|
||||
|
||||
// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
|
||||
// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
|
||||
// end of groups/combos of strong rim hits instead of the start.
|
||||
foreach (var h in hitObjects)
|
||||
{
|
||||
bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
|
||||
|
||||
if (canFlourish)
|
||||
lastFlourish = h.StartTime;
|
||||
|
||||
if (h == hitObject)
|
||||
return canFlourish;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public class VolumeAwareHitSampleInfo : HitSampleInfo
|
||||
{
|
||||
public const int SAMPLE_VOLUME_THRESHOLD_HARD = 90;
|
||||
public const int SAMPLE_VOLUME_THRESHOLD_MEDIUM = 60;
|
||||
|
||||
public VolumeAwareHitSampleInfo(HitSampleInfo sampleInfo, bool isStrong = false)
|
||||
: base(sampleInfo.Name, isStrong ? BANK_STRONG : getBank(sampleInfo.Bank, sampleInfo.Name, sampleInfo.Volume), sampleInfo.Suffix, sampleInfo.Volume)
|
||||
{
|
||||
}
|
||||
|
||||
public override IEnumerable<string> LookupNames
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (string name in base.LookupNames)
|
||||
yield return name.Insert(name.LastIndexOf('/') + 1, "Argon/taiko-");
|
||||
}
|
||||
}
|
||||
|
||||
private static string getBank(string originalBank, string sampleName, int volume)
|
||||
{
|
||||
// So basically we're overwriting mapper's bank intentions here.
|
||||
// The rationale is that most taiko beatmaps only use a single bank, but regularly adjust volume.
|
||||
|
||||
switch (sampleName)
|
||||
{
|
||||
case HIT_NORMAL:
|
||||
case HIT_CLAP:
|
||||
{
|
||||
if (volume >= SAMPLE_VOLUME_THRESHOLD_HARD)
|
||||
return BANK_DRUM;
|
||||
|
||||
if (volume >= SAMPLE_VOLUME_THRESHOLD_MEDIUM)
|
||||
return BANK_NORMAL;
|
||||
|
||||
return BANK_SOFT;
|
||||
}
|
||||
|
||||
default:
|
||||
return originalBank;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user