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Merge pull request #14051 from Henry-YSLin/extract-target-mod-metronome
Extract metronome from `OsuModTarget`
This commit is contained in:
commit
5fc699de99
@ -4,8 +4,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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@ -16,7 +14,6 @@ using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Containers;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -29,7 +26,6 @@ using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Osu.Utils;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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@ -67,11 +63,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private const float distance_cap = 380f;
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// The distances from the hit objects to the borders of the playfield they start to "turn around" and curve towards the middle.
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// The closer the hit objects draw to the border, the sharper the turn
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private const byte border_distance_x = 192;
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private const byte border_distance_y = 144;
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/// <summary>
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/// The extent of rotation towards playfield centre when a circle is near the edge
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/// </summary>
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@ -341,46 +332,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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drawableRuleset.Overlays.Add(new TargetBeatContainer(drawableRuleset.Beatmap.HitObjects.First().StartTime));
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}
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public class TargetBeatContainer : BeatSyncedContainer
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{
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private readonly double firstHitTime;
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private PausableSkinnableSound sample;
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public TargetBeatContainer(double firstHitTime)
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{
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this.firstHitTime = firstHitTime;
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AllowMistimedEventFiring = false;
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Divisor = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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sample = new PausableSkinnableSound(new SampleInfo("Gameplay/catch-banana"))
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsBeatSyncedWithTrack) return;
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int timeSignature = (int)timingPoint.TimeSignature;
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// play metronome from one measure before the first object.
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if (BeatSyncClock.CurrentTime < firstHitTime - timingPoint.BeatLength * timeSignature)
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return;
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sample.Frequency.Value = beatIndex % timeSignature == 0 ? 1 : 0.5f;
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sample.Play();
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}
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drawableRuleset.Overlays.Add(new Metronome(drawableRuleset.Beatmap.HitObjects.First().StartTime));
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}
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#endregion
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53
osu.Game/Rulesets/Mods/Metronome.cs
Normal file
53
osu.Game/Rulesets/Mods/Metronome.cs
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@ -0,0 +1,53 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mods
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{
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public class Metronome : BeatSyncedContainer
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{
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private readonly double firstHitTime;
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private PausableSkinnableSound sample;
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/// <param name="firstHitTime">Start time of the first hit object, used for providing a count down.</param>
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public Metronome(double firstHitTime)
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{
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this.firstHitTime = firstHitTime;
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AllowMistimedEventFiring = false;
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Divisor = 1;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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sample = new PausableSkinnableSound(new SampleInfo("Gameplay/catch-banana"))
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (!IsBeatSyncedWithTrack) return;
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int timeSignature = (int)timingPoint.TimeSignature;
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// play metronome from one measure before the first object.
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if (BeatSyncClock.CurrentTime < firstHitTime - timingPoint.BeatLength * timeSignature)
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return;
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sample.Frequency.Value = beatIndex % timeSignature == 0 ? 1 : 0.5f;
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sample.Play();
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}
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}
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}
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