// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Allocation; using osu.Game.Audio; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko.Skinning.Argon { internal partial class ArgonFlourishTriggerSource : ArgonDrumSampleTriggerSource { private readonly HitObjectContainer hitObjectContainer; [Resolved] private ISkinSource skinSource { get; set; } = null!; /// /// The minimum time to leave between flourishes that are added to strong rim hits. /// private const double time_between_flourishes = 2000; public ArgonFlourishTriggerSource(HitObjectContainer hitObjectContainer) : base(hitObjectContainer, SampleBalance.Centre) { this.hitObjectContainer = hitObjectContainer; } public override void Play(HitType hitType, bool strong) { TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject; if (hitObject == null) return; var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL); // If the sample is provided by a legacy skin, we should not try and do anything special. if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer) return; if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject)) PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true) }); } private bool canPlayFlourish(TaikoHitObject hitObject) { double? lastFlourish = null; var hitObjects = hitObjectContainer.AliveObjects .Reverse() .Select(d => d.HitObject) .OfType() .Where(h => h.IsStrong && h.Type == HitType.Rim); // Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart). // This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to // end of groups/combos of strong rim hits instead of the start. foreach (var h in hitObjects) { bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes; if (canFlourish) lastFlourish = h.StartTime; if (h == hitObject) return canFlourish; } return false; } } }