// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Shapes; using osu.Game.Rulesets.Taiko.Objects; using OpenTK; using OpenTK.Graphics; using osu.Game.Rulesets.Taiko.Judgements; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Extensions.Color4Extensions; using System.Linq; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Rulesets.UI.Scrolling; namespace osu.Game.Rulesets.Taiko.UI { public class TaikoPlayfield : ScrollingPlayfield { /// /// Default height of a when inside a . /// public const float DEFAULT_HEIGHT = 178; /// /// The offset from which the center of the hit target lies at. /// public const float HIT_TARGET_OFFSET = 100; /// /// The size of the left area of the playfield. This area contains the input drum. /// private const float left_area_size = 240; protected override bool UserScrollSpeedAdjustment => false; private readonly Container hitExplosionContainer; private readonly Container kiaiExplosionContainer; private readonly Container judgementContainer; protected override Container Content => content; private readonly Container content; private readonly Container topLevelHitContainer; private readonly Container barlineContainer; private readonly Container overlayBackgroundContainer; private readonly Container backgroundContainer; private readonly Box overlayBackground; private readonly Box background; public TaikoPlayfield(ControlPointInfo controlPoints) : base(ScrollingDirection.Left) { AddRangeInternal(new Drawable[] { backgroundContainer = new Container { Name = "Transparent playfield background", RelativeSizeAxes = Axes.Both, Masking = true, EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Colour = Color4.Black.Opacity(0.2f), Radius = 5, }, Children = new Drawable[] { background = new Box { RelativeSizeAxes = Axes.Both, Alpha = 0.6f }, } }, new Container { Name = "Right area", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = left_area_size }, Children = new Drawable[] { new Container { Name = "Masked elements before hit objects", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }, Masking = true, Children = new Drawable[] { hitExplosionContainer = new Container { RelativeSizeAxes = Axes.Both, FillMode = FillMode.Fit, Blending = BlendingMode.Additive, }, new HitTarget { Anchor = Anchor.CentreLeft, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, FillMode = FillMode.Fit } } }, barlineContainer = new Container { RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = HIT_TARGET_OFFSET } }, content = new Container { Name = "Hit objects", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Left = HIT_TARGET_OFFSET }, Masking = true }, kiaiExplosionContainer = new Container { Name = "Kiai hit explosions", RelativeSizeAxes = Axes.Both, FillMode = FillMode.Fit, Margin = new MarginPadding { Left = HIT_TARGET_OFFSET }, Blending = BlendingMode.Additive }, judgementContainer = new Container { Name = "Judgements", RelativeSizeAxes = Axes.Y, Margin = new MarginPadding { Left = HIT_TARGET_OFFSET }, Blending = BlendingMode.Additive }, } }, overlayBackgroundContainer = new Container { Name = "Left overlay", RelativeSizeAxes = Axes.Y, Size = new Vector2(left_area_size, 1), Children = new Drawable[] { overlayBackground = new Box { RelativeSizeAxes = Axes.Both, }, new InputDrum(controlPoints) { Anchor = Anchor.CentreRight, Origin = Anchor.CentreRight, Scale = new Vector2(0.9f), Margin = new MarginPadding { Right = 20 } }, new Box { Anchor = Anchor.TopRight, RelativeSizeAxes = Axes.Y, Width = 10, Colour = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)), }, } }, new Container { Name = "Border", RelativeSizeAxes = Axes.Both, Masking = true, MaskingSmoothness = 0, BorderThickness = 2, AlwaysPresent = true, Children = new[] { new Box { RelativeSizeAxes = Axes.Both, Alpha = 0, AlwaysPresent = true } } }, topLevelHitContainer = new Container { Name = "Top level hit objects", RelativeSizeAxes = Axes.Both, } }); VisibleTimeRange.Value = 6000; } [BackgroundDependencyLoader] private void load(OsuColour colours) { overlayBackgroundContainer.BorderColour = colours.Gray0; overlayBackground.Colour = colours.Gray1; backgroundContainer.BorderColour = colours.Gray1; background.Colour = colours.Gray0; } public override void Add(DrawableHitObject h) { h.Depth = (float)h.HitObject.StartTime; h.OnJudgement += OnJudgement; base.Add(h); var barline = h as DrawableBarLine; 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()); } internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement) { if (judgedObject.DisplayJudgement && judgementContainer.FirstOrDefault(j => j.JudgedObject == judgedObject) == null) { judgementContainer.Add(new DrawableTaikoJudgement(judgedObject, judgement) { Anchor = judgement.IsHit ? Anchor.TopLeft : Anchor.CentreLeft, Origin = judgement.IsHit ? Anchor.BottomCentre : Anchor.Centre, RelativePositionAxes = Axes.X, X = judgement.IsHit ? judgedObject.Position.X : 0, }); } if (!judgement.IsHit) return; bool isRim = judgedObject.HitObject is RimHit; if (judgement is TaikoStrongHitJudgement) 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) kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim)); } } } }