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c540d78fbc
Turns out that `CreateInputManager` is called more than once, and some mods (ie. `InputBlockingMod`) rely on consuming the "main" one. So let's go back to accessing and exposing in `DrawableOsuRuleset` rather than storing out own reference.
144 lines
4.8 KiB
C#
144 lines
4.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using static osu.Game.Input.Handlers.ReplayInputHandler;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
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{
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public override LocalisableString Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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public override Type[] IncompatibleMods =>
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base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised), typeof(OsuModAlternate), typeof(OsuModSingleTap) }).ToArray();
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/// <summary>
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/// How early before a hitobject's start time to trigger a hit.
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/// </summary>
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private const float relax_leniency = 3;
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private bool isDownState;
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private bool wasLeft;
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private OsuInputManager osuInputManager = null!;
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private ReplayState<OsuAction> state = null!;
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private double lastStateChangeTime;
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private bool hasReplay;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// grab the input manager for future use.
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osuInputManager = ((DrawableOsuRuleset)drawableRuleset).KeyBindingInputManager;
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}
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public void ApplyToPlayer(Player player)
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{
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if (osuInputManager.ReplayInputHandler != null)
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{
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hasReplay = true;
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return;
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}
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osuInputManager.AllowGameplayInputs = false;
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}
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public void Update(Playfield playfield)
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{
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if (hasReplay)
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return;
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bool requiresHold = false;
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bool requiresHit = false;
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double time = playfield.Clock.CurrentTime;
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foreach (var h in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
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{
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// we are not yet close enough to the object.
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if (time < h.HitObject.StartTime - relax_leniency)
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break;
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// already hit or beyond the hittable end time.
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if (h.IsHit || (h.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime))
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continue;
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switch (h)
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{
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case DrawableHitCircle circle:
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handleHitCircle(circle);
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break;
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case DrawableSlider slider:
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// Handles cases like "2B" beatmaps, where sliders may be overlapping and simply holding is not enough.
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if (!slider.HeadCircle.IsHit)
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handleHitCircle(slider.HeadCircle);
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requiresHold |= slider.Ball.IsHovered || h.IsHovered;
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break;
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case DrawableSpinner spinner:
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requiresHold |= spinner.HitObject.SpinsRequired > 0;
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break;
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}
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}
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if (requiresHit)
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{
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changeState(false);
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changeState(true);
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}
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if (requiresHold)
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changeState(true);
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else if (isDownState && time - lastStateChangeTime > AutoGenerator.KEY_UP_DELAY)
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changeState(false);
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void handleHitCircle(DrawableHitCircle circle)
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{
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if (!circle.HitArea.IsHovered)
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return;
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Debug.Assert(circle.HitObject.HitWindows != null);
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requiresHit |= circle.HitObject.HitWindows.CanBeHit(time - circle.HitObject.StartTime);
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}
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void changeState(bool down)
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{
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if (isDownState == down)
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return;
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isDownState = down;
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lastStateChangeTime = time;
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state = new ReplayState<OsuAction>
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{
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PressedActions = new List<OsuAction>()
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};
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if (down)
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{
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state.PressedActions.Add(wasLeft ? OsuAction.LeftButton : OsuAction.RightButton);
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wasLeft = !wasLeft;
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}
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state.Apply(osuInputManager.CurrentState, osuInputManager);
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}
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}
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}
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}
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