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Split out separate component
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@ -6,7 +6,6 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.Mania.UI;
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@ -29,11 +28,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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[Resolved(canBeNull: true)]
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private ManiaPlayfield playfield { get; set; }
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/// <summary>
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/// Gets the samples that are played by this object during gameplay.
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/// </summary>
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public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
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protected override float SamplePlaybackPosition
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{
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get
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@ -1,7 +1,6 @@
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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 System.Linq;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -19,6 +18,7 @@ using osuTK;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.UI
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{
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@ -28,12 +28,6 @@ namespace osu.Game.Rulesets.Mania.UI
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public const float COLUMN_WIDTH = 80;
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public const float SPECIAL_COLUMN_WIDTH = 70;
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/// <summary>
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/// For hitsounds played by this <see cref="Column"/> (i.e. not as a result of hitting a hitobject),
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/// a certain number of samples are allowed to be played concurrently so that it feels better when spam-pressing the key.
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/// </summary>
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private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
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/// <summary>
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/// The index of this column as part of the whole playfield.
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/// </summary>
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@ -45,10 +39,10 @@ namespace osu.Game.Rulesets.Mania.UI
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internal readonly Container TopLevelContainer;
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private readonly DrawablePool<PoolableHitExplosion> hitExplosionPool;
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private readonly OrderedHitPolicy hitPolicy;
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private readonly Container<SkinnableSound> hitSounds;
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public Container UnderlayElements => HitObjectArea.UnderlayElements;
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private readonly GameplaySampleTriggerSource sampleTriggerSource;
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public Column(int index)
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{
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Index = index;
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@ -64,6 +58,7 @@ namespace osu.Game.Rulesets.Mania.UI
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InternalChildren = new[]
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{
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hitExplosionPool = new DrawablePool<PoolableHitExplosion>(5),
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sampleTriggerSource = new GameplaySampleTriggerSource(HitObjectContainer),
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
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background.CreateProxy(),
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HitObjectArea = new ColumnHitObjectArea(Index, HitObjectContainer) { RelativeSizeAxes = Axes.Both },
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@ -72,12 +67,6 @@ namespace osu.Game.Rulesets.Mania.UI
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RelativeSizeAxes = Axes.Both
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},
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background,
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hitSounds = new Container<SkinnableSound>
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{
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Name = "Column samples pool",
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RelativeSizeAxes = Axes.Both,
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Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
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},
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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@ -133,29 +122,12 @@ namespace osu.Game.Rulesets.Mania.UI
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HitObjectArea.Explosions.Add(hitExplosionPool.Get(e => e.Apply(result)));
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}
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private int nextHitSoundIndex;
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public bool OnPressed(ManiaAction action)
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{
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if (action != Action.Value)
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return false;
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var nextObject =
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HitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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// fallback to non-alive objects to find next off-screen object
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HitObjectContainer.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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HitObjectContainer.Objects.LastOrDefault();
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if (nextObject is DrawableManiaHitObject maniaObject)
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{
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var hitSound = hitSounds[nextHitSoundIndex];
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hitSound.Samples = maniaObject.GetGameplaySamples();
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hitSound.Play();
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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}
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sampleTriggerSource.Play();
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return true;
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}
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@ -54,6 +54,11 @@ namespace osu.Game.Rulesets.Objects.Drawables
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/// </summary>
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public readonly Bindable<Color4> AccentColour = new Bindable<Color4>(Color4.Gray);
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/// <summary>
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/// Gets the samples that are played by this object during gameplay.
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/// </summary>
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public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
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protected PausableSkinnableSound Samples { get; private set; }
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public virtual IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples;
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84
osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
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84
osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
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@ -0,0 +1,84 @@
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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 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.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.UI
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{
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/// <summary>
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/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
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/// </summary>
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public class GameplaySampleTriggerSource : CompositeDrawable
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{
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private readonly HitObjectContainer hitObjectContainer;
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private int nextHitSoundIndex;
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/// <summary>
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/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
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/// </summary>
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private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
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private readonly Container<SkinnableSound> hitSounds;
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[Resolved]
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private DrawableRuleset drawableRuleset { get; set; }
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public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
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{
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this.hitObjectContainer = hitObjectContainer;
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InternalChildren = new Drawable[]
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{
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hitSounds = new Container<SkinnableSound>
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{
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Name = "concurrent sample pool",
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RelativeSizeAxes = Axes.Both,
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Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
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},
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};
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}
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private ISampleInfo[] playableSampleInfo;
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/// <summary>
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/// Play the most appropriate hit sound for the current point in time.
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/// </summary>
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public void Play()
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{
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var nextObject =
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hitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current)?.HitObject ??
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// fallback to non-alive objects to find next off-screen object
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// TODO: make lookup more efficient?
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drawableRuleset.Objects.FirstOrDefault(h => h.StartTime > Time.Current) ??
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drawableRuleset.Objects.LastOrDefault();
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if (nextObject != null)
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{
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var hitSound = getNextSample();
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playableSampleInfo = GetPlayableSampleInfo(nextObject);
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hitSound.Samples = playableSampleInfo;
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hitSound.Play();
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}
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}
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protected virtual ISampleInfo[] GetPlayableSampleInfo(HitObject nextObject) =>
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// TODO: avoid cast somehow?
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nextObject.Samples.Cast<ISampleInfo>().ToArray();
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private SkinnableSound getNextSample()
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{
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var hitSound = hitSounds[nextHitSoundIndex];
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// round robin over available samples to allow for concurrent playback.
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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return hitSound;
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}
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}
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}
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