mirror of
https://github.com/ppy/osu.git
synced 2025-01-12 20:22:55 +08:00
Added hitsound handling to the TaikoRulesetContainer so every KeyDown can play a hitsound (instead of the DrawableHitObjects)
This commit is contained in:
parent
3e8db8c5e1
commit
c00fb47236
@ -2,8 +2,11 @@
|
|||||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Audio;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
|
using osu.Framework.Input.Bindings;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
|
using osu.Game.Input;
|
||||||
using osu.Game.Rulesets.Objects.Drawables;
|
using osu.Game.Rulesets.Objects.Drawables;
|
||||||
using osu.Game.Rulesets.Objects.Types;
|
using osu.Game.Rulesets.Objects.Types;
|
||||||
using osu.Game.Rulesets.Replays;
|
using osu.Game.Rulesets.Replays;
|
||||||
@ -15,21 +18,45 @@ using osu.Game.Rulesets.Taiko.Scoring;
|
|||||||
using osu.Game.Rulesets.UI;
|
using osu.Game.Rulesets.UI;
|
||||||
using osu.Game.Rulesets.Taiko.Replays;
|
using osu.Game.Rulesets.Taiko.Replays;
|
||||||
using OpenTK;
|
using OpenTK;
|
||||||
|
using OpenTK.Input;
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using osu.Framework.Input;
|
using osu.Framework.Input;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
|
||||||
namespace osu.Game.Rulesets.Taiko.UI
|
namespace osu.Game.Rulesets.Taiko.UI
|
||||||
{
|
{
|
||||||
public class TaikoRulesetContainer : ScrollingRulesetContainer<TaikoPlayfield, TaikoHitObject>
|
public class TaikoRulesetContainer : ScrollingRulesetContainer<TaikoPlayfield, TaikoHitObject>
|
||||||
{
|
{
|
||||||
|
private readonly HashSet<Key> centreKeys = new HashSet<Key>();
|
||||||
|
private readonly HashSet<Key> rimKeys = new HashSet<Key>();
|
||||||
|
private AudioManager audio;
|
||||||
|
private IEnumerable<KeyBinding> keyBindings;
|
||||||
|
|
||||||
public TaikoRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
public TaikoRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
|
||||||
: base(ruleset, beatmap, isForCurrentRuleset)
|
: base(ruleset, beatmap, isForCurrentRuleset)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
[BackgroundDependencyLoader]
|
[BackgroundDependencyLoader]
|
||||||
private void load()
|
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();
|
loadBarLines();
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -77,6 +104,21 @@ namespace osu.Game.Rulesets.Taiko.UI
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||||
|
{
|
||||||
|
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()
|
protected override Vector2 GetPlayfieldAspectAdjust()
|
||||||
{
|
{
|
||||||
const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
|
const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
|
||||||
|
Loading…
Reference in New Issue
Block a user