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# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
117 lines
4.0 KiB
C#
117 lines
4.0 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.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Taiko.Replays;
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using System.Linq;
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using osu.Framework.Input;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
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{
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protected override ScrollVisualisationMethod VisualisationMethod => ScrollVisualisationMethod.Overlapping;
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protected override bool UserScrollSpeedAdjustment => false;
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public DrawableTaikoRuleset(Ruleset ruleset, WorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
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Direction.Value = ScrollingDirection.Left;
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TimeRange.Value = 7000;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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loadBarLines();
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}
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private void loadBarLines()
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{
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TaikoHitObject lastObject = Beatmap.HitObjects[Beatmap.HitObjects.Count - 1];
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double lastHitTime = 1 + ((lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime);
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var timingPoints = Beatmap.ControlPointInfo.TimingPoints.ToList();
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if (timingPoints.Count == 0)
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return;
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int currentIndex = 0;
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int currentBeat = 0;
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double time = timingPoints[currentIndex].Time;
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while (time <= lastHitTime)
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{
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int nextIndex = currentIndex + 1;
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if (nextIndex < timingPoints.Count && time > timingPoints[nextIndex].Time)
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{
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currentIndex = nextIndex;
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time = timingPoints[currentIndex].Time;
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currentBeat = 0;
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}
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var currentPoint = timingPoints[currentIndex];
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var barLine = new BarLine
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{
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StartTime = time,
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};
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barLine.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
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bool isMajor = currentBeat % (int)currentPoint.TimeSignature == 0;
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Playfield.Add(isMajor ? new DrawableBarLineMajor(barLine) : new DrawableBarLine(barLine));
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time += currentPoint.BeatLength * (int)currentPoint.TimeSignature;
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currentBeat++;
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}
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}
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public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer();
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protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo);
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public override DrawableHitObject<TaikoHitObject> CreateDrawableRepresentation(TaikoHitObject h)
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{
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switch (h)
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{
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case CentreHit centreHit:
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return new DrawableCentreHit(centreHit);
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case RimHit rimHit:
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return new DrawableRimHit(rimHit);
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case DrumRoll drumRoll:
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return new DrawableDrumRoll(drumRoll);
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case Swell swell:
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return new DrawableSwell(swell);
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}
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return null;
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}
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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}
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}
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