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Move speed adjustment code from ManiaHitRenderer to SpeedAdjustedHitRenderer.

This commit is contained in:
smoogipooo 2017-06-15 19:25:54 +09:00
parent 6fd37ebc32
commit fda220acbc
4 changed files with 129 additions and 85 deletions

View File

@ -31,7 +31,7 @@ using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaHitRenderer : HitRenderer<ManiaHitObject, ManiaJudgement>
public class ManiaHitRenderer : SpeedAdjustedHitRenderer<ManiaHitObject, ManiaJudgement>
{
/// <summary>
/// Preferred column count. This will only have an effect during the initialization of the play field.
@ -50,8 +50,6 @@ namespace osu.Game.Rulesets.Mania.UI
/// </summary>
private readonly List<SpeedAdjustmentContainer> barlineTimingChanges = new List<SpeedAdjustmentContainer>();
private readonly SortedList<MultiplierControlPoint> defaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
public ManiaHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
@ -116,7 +114,7 @@ namespace osu.Game.Rulesets.Mania.UI
private void generateDefaultSpeedAdjustments()
{
defaultControlPoints.ForEach(c =>
DefaultControlPoints.ForEach(c =>
{
foreach (List<SpeedAdjustmentContainer> t in hitObjectTimingChanges)
t.Add(new ManiaSpeedAdjustmentContainer(c, ScrollingAlgorithm.Basic));
@ -124,93 +122,20 @@ namespace osu.Game.Rulesets.Mania.UI
});
}
/// <summary>
/// Generates a control point at a point in time with the relevant timing change/difficulty change from the beatmap.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (defaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = defaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, defaultControlPoints[index].DeepClone());
}
protected override void ApplyBeatmap()
{
base.ApplyBeatmap();
PreferredColumns = (int)Math.Round(Beatmap.BeatmapInfo.Difficulty.CircleSize);
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First())
.ToList();
defaultControlPoints.AddRange(timingChanges);
}
protected override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield()
protected override Playfield<ManiaHitObject, ManiaJudgement> CreatePlayfield() => new ManiaPlayfield(PreferredColumns)
{
var playfield = new ManiaPlayfield(PreferredColumns)
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
// Invert by default for now (should be moved to config/skin later)
Scale = new Vector2(1, -1)
};
for (int i = 0; i < PreferredColumns; i++)
{
foreach (var change in hitObjectTimingChanges[i])
playfield.Columns.ElementAt(i).Add(change);
}
foreach (var change in barlineTimingChanges)
playfield.Add(change);
return playfield;
}
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
// Invert by default for now (should be moved to config/skin later)
Scale = new Vector2(1, -1)
};
public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
@ -236,5 +161,21 @@ namespace osu.Game.Rulesets.Mania.UI
}
protected override Vector2 GetPlayfieldAspectAdjust() => new Vector2(1, 0.8f);
protected override void ApplySpeedAdjustments()
{
var maniaPlayfield = Playfield as ManiaPlayfield;
if (maniaPlayfield == null)
return;
for (int i = 0; i < PreferredColumns; i++)
{
foreach (var change in hitObjectTimingChanges[i])
maniaPlayfield.Columns.ElementAt(i).Add(change);
}
foreach (var change in barlineTimingChanges)
maniaPlayfield.Add(change);
}
}
}

View File

@ -250,13 +250,16 @@ namespace osu.Game.Rulesets.UI
{
KeyConversionInputManager.Add(Playfield = CreatePlayfield());
loadObjects();
LoadObjects();
if (InputManager?.ReplayInputHandler != null)
InputManager.ReplayInputHandler.ToScreenSpace = Playfield.ScaledContent.ToScreenSpace;
}
private void loadObjects()
/// <summary>
/// Creates and adds drawable representations of hit objects to the play field.
/// </summary>
protected virtual void LoadObjects()
{
drawableObjects.Capacity = Beatmap.HitObjects.Count;

View File

@ -0,0 +1,99 @@
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A type of <see cref="HitRenderer{TObject, TJudgement}"/> that supports speed adjustments in some capacity.
/// </summary>
public abstract class SpeedAdjustedHitRenderer<TObject, TJudgement> : HitRenderer<TObject, TJudgement>
where TObject : HitObject
where TJudgement : Judgement
{
protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
public SpeedAdjustedHitRenderer(WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(beatmap, isForCurrentRuleset)
{
}
protected override void ApplyBeatmap()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First());
DefaultControlPoints.AddRange(timingChanges);
}
/// <summary>
/// Generates a control point with the default timing change/difficulty change from the beatmap at a time.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (DefaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
protected override void LoadObjects()
{
// We need to add speed adjustments before hit objects are loaded
ApplySpeedAdjustments();
base.LoadObjects();
}
protected abstract void ApplySpeedAdjustments();
}
}

View File

@ -314,6 +314,7 @@
<Compile Include="Screens\Select\SongSelect.cs" />
<Compile Include="Rulesets\UI\HitRenderer.cs" />
<Compile Include="Rulesets\UI\Playfield.cs" />
<Compile Include="Rulesets\UI\SpeedAdjustedHitRenderer.cs" />
<Compile Include="Screens\Select\EditSongSelect.cs" />
<Compile Include="Screens\Play\HUD\ComboCounter.cs" />
<Compile Include="Screens\Play\HUD\ComboResultCounter.cs" />