diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs index d923b2dcdf..519b56a3ed 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs @@ -86,6 +86,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables switch (State.Value) { case ArmedState.Idle: + UnproxyContent(); this.Delay(HitObject.HitWindows.HalfWindowFor(HitResult.Miss)).Expire(); break; case ArmedState.Miss: @@ -93,6 +94,10 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables .Expire(); break; case ArmedState.Hit: + // If we're far enough away from the left stage, we should bring outselves in front of it + if (X >= -0.05f) + ProxyContent(); + var flash = circlePiece?.FlashBox; if (flash != null) { diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs index 33cc29bccf..df36a475d6 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs @@ -20,12 +20,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables { public class DrawableSwell : DrawableTaikoHitObject { - /// - /// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime. - /// This is only ever invoked once. - /// - public event Action OnStart; - private const float target_ring_thick_border = 1.4f; private const float target_ring_thin_border = 1f; private const float target_ring_scale = 5f; @@ -40,7 +34,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables /// private int userHits; - private bool hasStarted; private readonly SwellSymbolPiece symbol; public DrawableSwell(Swell swell) @@ -48,7 +41,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables { FillMode = FillMode.Fit; - AddInternal(bodyContainer = new Container + Content.Add(bodyContainer = new Container { RelativeSizeAxes = Axes.Both, Depth = 1, @@ -177,6 +170,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables switch (state) { + case ArmedState.Idle: + UnproxyContent(); + break; case ArmedState.Hit: bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time); break; @@ -195,11 +191,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables X = Math.Max(0, X); double t = Math.Min(HitObject.StartTime, Time.Current); - if (t == HitObject.StartTime && !hasStarted) - { - OnStart?.Invoke(); - hasStarted = true; - } + if (t == HitObject.StartTime) + ProxyContent(); } private bool? lastWasCentre; diff --git a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs index 971fd8854d..a6d61f1a5a 100644 --- a/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs +++ b/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs @@ -9,10 +9,75 @@ using OpenTK; using System.Linq; using osu.Game.Audio; using System.Collections.Generic; +using osu.Framework.Graphics.Containers; +using osu.Framework.Graphics.Primitives; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { - public abstract class DrawableTaikoHitObject : DrawableHitObject, IKeyBindingHandler + public abstract class DrawableTaikoHitObject : DrawableHitObject, IKeyBindingHandler + { + protected readonly Container Content; + private readonly Container proxiedContent; + + private readonly Container nonProxiedContent; + + protected DrawableTaikoHitObject(TaikoHitObject hitObject) + : base(hitObject) + { + InternalChildren = new[] + { + nonProxiedContent = new Container + { + RelativeSizeAxes = Axes.Both, + Child = Content = new Container { RelativeSizeAxes = Axes.Both } + }, + proxiedContent = new Container { RelativeSizeAxes = Axes.Both } + }; + } + + /// + /// is proxied into an upper layer. We don't want to get masked away otherwise would too. + /// + protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false; + + private bool isProxied; + + /// + /// Moves to a layer proxied above the playfield. + /// Does nothing is content is already proxied. + /// + protected void ProxyContent() + { + if (isProxied) return; + isProxied = true; + + nonProxiedContent.Remove(Content); + proxiedContent.Add(Content); + } + + /// + /// Moves to the normal hitobject layer. + /// Does nothing is content is not currently proxied. + /// + protected void UnproxyContent() + { + if (!isProxied) return; + isProxied = false; + + proxiedContent.Remove(Content); + nonProxiedContent.Add(Content); + } + + /// + /// Creates a proxy for the content of this . + /// + public Drawable CreateProxiedContent() => proxiedContent.CreateProxy(); + + public abstract bool OnPressed(TaikoAction action); + public virtual bool OnReleased(TaikoAction action) => false; + } + + public abstract class DrawableTaikoHitObject : DrawableTaikoHitObject where TaikoHitType : TaikoHitObject { public override Vector2 OriginPosition => new Vector2(DrawHeight / 2); @@ -34,7 +99,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables RelativeSizeAxes = Axes.Both; Size = BaseSize = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE); - InternalChild = MainPiece = CreateMainPiece(); + Content.Add(MainPiece = CreateMainPiece()); MainPiece.KiaiMode = HitObject.Kiai; } @@ -44,9 +109,5 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables protected override string SampleNamespace => "Taiko"; protected virtual TaikoPiece CreateMainPiece() => new CirclePiece(); - - public abstract bool OnPressed(TaikoAction action); - - public virtual bool OnReleased(TaikoAction action) => false; } } diff --git a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs index 417a7c2581..7fdd3cd1e2 100644 --- a/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs +++ b/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs @@ -216,10 +216,9 @@ namespace osu.Game.Rulesets.Taiko.UI if (barline != null) barlineContainer.Add(barline.CreateProxy()); - // Swells should be moved at the very top of the playfield when they reach the hit target - var swell = h as DrawableSwell; - if (swell != null) - swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy()); + var taikoObject = h as DrawableTaikoHitObject; + if (taikoObject != null) + topLevelHitContainer.Add(taikoObject.CreateProxiedContent()); } internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement) @@ -244,19 +243,6 @@ namespace osu.Game.Rulesets.Taiko.UI hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == judgedObject)?.VisualiseSecondHit(); else { - if (judgedObject.X >= -0.05f && judgedObject is DrawableHit) - { - // If we're far enough away from the left stage, we should bring outselves in front of it - // Todo: The following try-catch is temporary for replay rewinding support - try - { - topLevelHitContainer.Add(judgedObject.CreateProxy()); - } - catch - { - } - } - hitExplosionContainer.Add(new HitExplosion(judgedObject, isRim)); if (judgedObject.HitObject.Kiai)