// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System.Linq; using osu.Framework.Allocation; using osu.Framework.MathUtils; using osu.Game.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Judgements; using OpenTK; using OpenTK.Graphics; using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { 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 Color4 accentDarkColour; /// /// Rolling number of tick hits. This increases for hits and decreases for misses. /// private int rollingHits; public DrawableDrumRoll(DrumRoll drumRoll) : base(drumRoll) { Width = (float)HitObject.Duration; Container tickContainer; MainPiece.Add(tickContainer = new Container { RelativeSizeAxes = Axes.Both, RelativeChildOffset = new Vector2((float)HitObject.StartTime, 0), RelativeChildSize = new Vector2((float)HitObject.Duration, 1) }); foreach (var tick in drumRoll.Ticks) { var newTick = new DrawableDrumRollTick(tick); newTick.OnJudgement += onTickJudgement; AddNested(newTick); tickContainer.Add(newTick); } } protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = HitObject.IsStrong }; protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece(); public override bool OnPressed(TaikoAction action) => false; [BackgroundDependencyLoader] private void load(OsuColour colours) { MainPiece.AccentColour = AccentColour = colours.YellowDark; accentDarkColour = colours.YellowDarker; } 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); MainPiece.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 > HitObject.RequiredGoodHits) { Judgement.Result = HitResult.Hit; Judgement.TaikoResult = countHit >= HitObject.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good; } else Judgement.Result = HitResult.Miss; } protected override void UpdateState(ArmedState state) { } } }