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80 lines
3.3 KiB
C#
80 lines
3.3 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.Linq;
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using osu.Framework.Allocation;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Skinning.Argon
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{
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internal partial class ArgonFlourishTriggerSource : DrumSampleTriggerSource
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{
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private readonly HitObjectContainer hitObjectContainer;
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[Resolved]
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private ISkinSource skinSource { get; set; } = null!;
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/// <summary>
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/// The minimum time to leave between flourishes that are added to strong rim hits.
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/// </summary>
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private const double time_between_flourishes = 2000;
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public ArgonFlourishTriggerSource(HitObjectContainer hitObjectContainer)
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: base(hitObjectContainer)
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{
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this.hitObjectContainer = hitObjectContainer;
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}
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public override void Play(HitType hitType, bool strong)
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{
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TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
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if (hitObject == null)
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return;
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var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
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// If the sample is provided by a legacy skin, we should not try and do anything special.
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if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
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return;
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if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
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PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true) });
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}
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private bool canPlayFlourish(TaikoHitObject hitObject)
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{
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double? lastFlourish = null;
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var hitObjects = hitObjectContainer.AliveObjects
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.Reverse()
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.Select(d => d.HitObject)
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.OfType<Hit>()
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.Where(h => h.IsStrong && h.Type == HitType.Rim);
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// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
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// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
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// end of groups/combos of strong rim hits instead of the start.
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foreach (var h in hitObjects)
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{
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bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
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if (canFlourish)
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lastFlourish = h.StartTime;
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// hitObject can be either the strong hit itself (if hit late), or its nested strong object (if hit early)
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// due to `GetMostValidObject()` idiosyncrasies.
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// whichever it is, if we encounter it during iteration, stop looking.
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if (h == hitObject || h.NestedHitObjects.Contains(hitObject))
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return canFlourish;
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}
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return false;
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}
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}
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}
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