// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Audio; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI; namespace osu.Game.Rulesets.Taiko.Skinning.Argon { public partial class ArgonDrumSamplePlayer : DrumSamplePlayer { protected override DrumSampleTriggerSource CreateTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) => new ArgonDrumSampleTriggerSource(hitObjectContainer, balance); public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource { public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) : base(hitObjectContainer, balance) { } public override void Play(HitType hitType) { // let the magic begin... TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject; if (hitObject == null) return; var baseSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL); if ((hitObject as TaikoStrongableHitObject)?.IsStrong == true || hitObject is StrongNestedHitObject) { PlaySamples(new ISampleInfo[] { hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_WHISTLE : HitSampleInfo.HIT_FINISH), baseSample }); } else { PlaySamples(new ISampleInfo[] { baseSample }); } } } } }