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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonFlourishTriggerSource.cs

80 lines
3.3 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. 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 : DrumSampleTriggerSource
{
private readonly HitObjectContainer hitObjectContainer;
[Resolved]
private ISkinSource skinSource { get; set; } = null!;
/// <summary>
/// The minimum time to leave between flourishes that are added to strong rim hits.
/// </summary>
private const double time_between_flourishes = 2000;
public ArgonFlourishTriggerSource(HitObjectContainer hitObjectContainer)
: base(hitObjectContainer)
{
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<Hit>()
.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;
// hitObject can be either the strong hit itself (if hit late), or its nested strong object (if hit early)
// due to `GetMostValidObject()` idiosyncrasies.
// whichever it is, if we encounter it during iteration, stop looking.
if (h == hitObject || h.NestedHitObjects.Contains(hitObject))
return canFlourish;
}
return false;
}
}
}