// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using OpenTK.Graphics; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.MathUtils; using osu.Game.Graphics; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Taiko.Judgements; using osu.Game.Modes.Taiko.Objects.Drawable.Pieces; using System.Linq; namespace osu.Game.Modes.Taiko.Objects.Drawable { public class DrawableDrumRoll : DrawableTaikoHitObject { /// /// Number of rolling hits required to reach the dark/final accent colour. /// private const int rolling_hits_for_dark_accent = 5; private readonly DrumRoll drumRoll; private readonly CirclePiece circle; private Color4 accentDarkColour; /// /// Rolling number of tick hits. This increases for hits and decreases for misses. /// private int rollingHits; public DrawableDrumRoll(DrumRoll drumRoll) : base(drumRoll) { this.drumRoll = drumRoll; RelativeSizeAxes = Axes.X; Width = (float)(drumRoll.Duration / drumRoll.PreEmpt); Add(circle = CreateCirclePiece()); circle.KiaiMode = HitObject.Kiai; foreach (var tick in drumRoll.Ticks) { var newTick = new DrawableDrumRollTick(tick) { X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration) }; newTick.OnJudgement += onTickJudgement; AddNested(newTick); Add(newTick); } } [BackgroundDependencyLoader] private void load(OsuColour colours) { circle.AccentColour = AccentColour = colours.YellowDark; accentDarkColour = colours.YellowDarker; } protected override void LoadComplete() { base.LoadComplete(); // This is naive, however it's based on the reasoning that the hit target // is further than mid point of the play field, so the time taken to scroll in should always // be greater than the time taken to scroll out to the left of the screen. // Thus, using PreEmpt here is enough for the drum roll to completely scroll out. LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt; } private void onTickJudgement(DrawableHitObject obj) { if (obj.Judgement.Result == HitResult.Hit) rollingHits++; else rollingHits--; rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent); Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1); circle.FadeAccent(newAccent, 100); } protected override void CheckJudgement(bool userTriggered) { if (userTriggered) return; if (Judgement.TimeOffset < 0) return; int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit); if (countHit > drumRoll.RequiredGoodHits) { Judgement.Result = HitResult.Hit; Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good; } else Judgement.Result = HitResult.Miss; } protected override void UpdateState(ArmedState state) { } protected virtual CirclePiece CreateCirclePiece() => new CirclePiece(); } }