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108 lines
3.7 KiB
C#
108 lines
3.7 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.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.MathUtils;
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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.Judgements;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.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 DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
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{
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/// <summary>
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/// Number of rolling hits required to reach the dark/final accent colour.
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/// </summary>
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private const int rolling_hits_for_dark_accent = 5;
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private Color4 accentDarkColour;
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/// <summary>
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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/// </summary>
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private int rollingHits;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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RelativeSizeAxes = Axes.Y;
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Container<DrawableDrumRollTick> tickContainer;
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MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
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foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
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{
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var newTick = new DrawableDrumRollTick(tick);
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newTick.OnJudgement += onTickJudgement;
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AddNested(newTick);
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tickContainer.Add(newTick);
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}
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}
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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public override bool OnPressed(TaikoAction action) => false;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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MainPiece.AccentColour = AccentColour = colours.YellowDark;
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accentDarkColour = colours.YellowDarker;
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}
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private void onTickJudgement(DrawableHitObject obj, Judgement judgement)
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{
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if (judgement.Result > HitResult.Miss)
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rollingHits++;
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else
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rollingHits--;
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rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
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Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
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MainPiece.FadeAccent(newAccent, 100);
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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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return;
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if (timeOffset < 0)
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return;
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int countHit = NestedHitObjects.Count(o => o.IsHit);
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if (countHit > HitObject.RequiredGoodHits)
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{
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AddJudgement(new TaikoJudgement { Result = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Good });
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if (HitObject.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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else
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AddJudgement(new TaikoJudgement { Result = HitResult.Miss });
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}
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protected override void UpdateState(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.FadeOut(100).Expire();
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break;
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}
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}
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}
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}
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