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226 lines
8.0 KiB
C#
226 lines
8.0 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableSwell : DrawableTaikoHitObject<Swell>
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{
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/// <summary>
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/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
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/// This is only ever invoked once.
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/// </summary>
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public event Action OnStart;
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private const float target_ring_thick_border = 1.4f;
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private const float target_ring_thin_border = 1f;
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private const float target_ring_scale = 5f;
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private const float inner_ring_alpha = 0.65f;
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private readonly Container bodyContainer;
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private readonly CircularContainer targetRing;
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private readonly CircularContainer expandingRing;
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/// <summary>
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/// The amount of times the user has hit this swell.
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/// </summary>
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private int userHits;
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private bool hasStarted;
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private readonly SwellSymbolPiece symbol;
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public DrawableSwell(Swell swell)
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: base(swell)
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{
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FillMode = FillMode.Fit;
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AddInternal(bodyContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 1,
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Children = new Drawable[]
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{
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expandingRing = new CircularContainer
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{
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Name = "Expanding ring",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 0,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingMode.Additive,
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = inner_ring_alpha,
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}
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}
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},
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targetRing = new CircularContainer
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{
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Name = "Target ring (thick border)",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = target_ring_thick_border,
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Blending = BlendingMode.Additive,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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},
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new CircularContainer
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{
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Name = "Target ring (thin border)",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = target_ring_thin_border,
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BorderColour = Color4.White,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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}
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}
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}
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}
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}
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}
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});
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MainPiece.Add(symbol = new SwellSymbolPiece());
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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MainPiece.AccentColour = colours.YellowDark;
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expandingRing.Colour = colours.YellowLight;
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targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// We need to set this here because RelativeSizeAxes won't/can't set our size by default with a different RelativeChildSize
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Width *= Parent.RelativeChildSize.X;
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (userTriggered)
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{
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userHits++;
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var completion = (float)userHits / HitObject.RequiredHits;
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expandingRing
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.FadeTo(expandingRing.Alpha + MathHelper.Clamp(completion / 16, 0.1f, 0.6f), 50)
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.Then()
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.FadeTo(completion / 8, 2000, Easing.OutQuint);
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symbol.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
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expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
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if (userHits == HitObject.RequiredHits)
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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}
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else
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{
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if (timeOffset < 0)
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return;
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//TODO: THIS IS SHIT AND CAN'T EXIST POST-TAIKO WORLD CUP
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AddJudgement(userHits > HitObject.RequiredHits / 2
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? new TaikoJudgement { Result = HitResult.Good }
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: new TaikoJudgement { Result = HitResult.Miss });
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}
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}
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protected override void UpdateState(ArmedState state)
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{
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const float preempt = 100;
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const float out_transition_time = 300;
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double untilStartTime = HitObject.StartTime - Time.Current;
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double untilJudgement = untilStartTime + (Judgements.FirstOrDefault()?.TimeOffset ?? 0) + HitObject.Duration;
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targetRing.Delay(untilStartTime - preempt).ScaleTo(target_ring_scale, preempt * 4, Easing.OutQuint);
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this.Delay(untilJudgement).FadeOut(out_transition_time, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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bodyContainer.Delay(untilJudgement).ScaleTo(1.4f, out_transition_time);
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break;
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}
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Expire();
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}
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protected override void Update()
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{
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base.Update();
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Size = BaseSize * Parent.RelativeChildSize;
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// Make the swell stop at the hit target
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X = Math.Max(0, X);
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double t = Math.Min(HitObject.StartTime, Time.Current);
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if (t == HitObject.StartTime && !hasStarted)
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{
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OnStart?.Invoke();
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hasStarted = true;
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}
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}
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private bool? lastWasCentre;
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public override bool OnPressed(TaikoAction action)
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{
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// Don't handle keys before the swell starts
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if (Time.Current < HitObject.StartTime)
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return false;
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var isCentre = action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre;
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// Ensure alternating centre and rim hits
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if (lastWasCentre == isCentre)
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return false;
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lastWasCentre = isCentre;
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UpdateJudgement(true);
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return true;
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}
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}
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}
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