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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableHit.cs
2020-12-20 18:02:34 +01:00

319 lines
10 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;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Skinning.Default;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableHit : DrawableTaikoStrongableHitObject<Hit, Hit.StrongNestedHit>
{
/// <summary>
/// A list of keys which can result in hits for this HitObject.
/// </summary>
public TaikoAction[] HitActions { get; private set; }
/// <summary>
/// The action that caused this <see cref="DrawableHit"/> to be hit.
/// </summary>
public TaikoAction? HitAction
{
get;
private set;
}
private bool validActionPressed;
private bool pressHandledThisFrame;
private readonly Bindable<HitType> type = new Bindable<HitType>();
public DrawableHit()
: this(null)
{
}
public DrawableHit([CanBeNull] Hit hit)
: base(hit)
{
FillMode = FillMode.Fit;
}
protected override void OnApply()
{
type.BindTo(HitObject.TypeBindable);
type.BindValueChanged(_ =>
{
updateActionsFromType();
// will overwrite samples, should only be called on subsequent changes
// after the initial application.
updateSamplesFromTypeChange();
RecreatePieces();
});
// action update also has to happen immediately on application.
updateActionsFromType();
base.OnApply();
}
protected override void OnFree()
{
base.OnFree();
type.UnbindFrom(HitObject.TypeBindable);
type.UnbindEvents();
UnproxyContent();
HitActions = null;
HitAction = null;
validActionPressed = pressHandledThisFrame = false;
}
private HitSampleInfo[] getRimSamples() => HitObject.Samples.Where(s => s.Name == HitSampleInfo.HIT_CLAP || s.Name == HitSampleInfo.HIT_WHISTLE).ToArray();
protected override void LoadSamples()
{
base.LoadSamples();
type.Value = getRimSamples().Any() ? HitType.Rim : HitType.Centre;
}
private void updateSamplesFromTypeChange()
{
var rimSamples = getRimSamples();
bool isRimType = HitObject.Type == HitType.Rim;
if (isRimType != rimSamples.Any())
{
if (isRimType)
HitObject.Samples.Add(new HitSampleInfo(HitSampleInfo.HIT_CLAP));
else
{
foreach (var sample in rimSamples)
HitObject.Samples.Remove(sample);
}
}
}
private void updateActionsFromType()
{
HitActions =
HitObject.Type == HitType.Centre
? new[] { TaikoAction.LeftCentre, TaikoAction.RightCentre }
: new[] { TaikoAction.LeftRim, TaikoAction.RightRim };
}
protected override SkinnableDrawable CreateMainPiece() => HitObject.Type == HitType.Centre
? new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.CentreHit), _ => new CentreHitCirclePiece(), confineMode: ConfineMode.ScaleToFit)
: new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.RimHit), _ => new RimHitCirclePiece(), confineMode: ConfineMode.ScaleToFit);
public override IEnumerable<HitSampleInfo> GetSamples()
{
// normal and claps are always handled by the drum (see DrumSampleMapping).
// in addition, whistles are excluded as they are an alternative rim marker.
var samples = HitObject.Samples.Where(s =>
s.Name != HitSampleInfo.HIT_NORMAL
&& s.Name != HitSampleInfo.HIT_CLAP
&& s.Name != HitSampleInfo.HIT_WHISTLE);
if (HitObject.Type == HitType.Rim && HitObject.IsStrong)
{
// strong + rim always maps to whistle.
// TODO: this should really be in the legacy decoder, but can't be because legacy encoding parity would be broken.
// when we add a taiko editor, this is probably not going to play nice.
var corrected = samples.ToList();
for (var i = 0; i < corrected.Count; i++)
{
var s = corrected[i];
if (s.Name != HitSampleInfo.HIT_FINISH)
continue;
corrected[i] = s.With(HitSampleInfo.HIT_WHISTLE);
}
return corrected;
}
return samples;
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
Debug.Assert(HitObject.HitWindows != null);
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(r => r.Type = r.Judgement.MinResult);
return;
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
if (result == HitResult.None)
return;
if (!validActionPressed)
ApplyResult(r => r.Type = r.Judgement.MinResult);
else
ApplyResult(r => r.Type = result);
}
public override bool OnPressed(TaikoAction action)
{
if (pressHandledThisFrame)
return true;
if (Judged)
return false;
validActionPressed = HitActions.Contains(action);
// Only count this as handled if the new judgement is a hit
var result = UpdateResult(true);
if (IsHit)
HitAction = action;
// Regardless of whether we've hit or not, any secondary key presses in the same frame should be discarded
// E.g. hitting a non-strong centre as a strong should not fall through and perform a hit on the next note
pressHandledThisFrame = true;
return result;
}
public override void OnReleased(TaikoAction action)
{
if (action == HitAction)
HitAction = null;
base.OnReleased(action);
}
protected override void Update()
{
base.Update();
// The input manager processes all input prior to us updating, so this is the perfect time
// for us to remove the extra press blocking, before input is handled in the next frame
pressHandledThisFrame = false;
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
Debug.Assert(HitObject.HitWindows != null);
switch (state)
{
case ArmedState.Idle:
validActionPressed = false;
UnproxyContent();
break;
case ArmedState.Miss:
this.FadeOut(100);
break;
case ArmedState.Hit:
// If we're far enough away from the left stage, we should bring outselves in front of it
ProxyContent();
var flash = (MainPiece.Drawable as CirclePiece)?.FlashBox;
flash?.FadeTo(0.9f).FadeOut(300);
const float gravity_time = 300;
const float gravity_travel_height = 200;
this.ScaleTo(0.8f, gravity_time * 2, Easing.OutQuad);
this.MoveToY(-gravity_travel_height, gravity_time, Easing.Out)
.Then()
.MoveToY(gravity_travel_height * 2, gravity_time * 2, Easing.In);
this.FadeOut(800);
break;
}
}
protected override DrawableStrongNestedHit CreateStrongNestedHit(Hit.StrongNestedHit hitObject) => new StrongNestedHit(hitObject);
public class StrongNestedHit : DrawableStrongNestedHit
{
public new DrawableHit ParentHitObject => (DrawableHit)base.ParentHitObject;
/// <summary>
/// The lenience for the second key press.
/// This does not adjust by map difficulty in ScoreV2 yet.
/// </summary>
private const double second_hit_window = 30;
public StrongNestedHit()
: this(null)
{
}
public StrongNestedHit([CanBeNull] Hit.StrongNestedHit nestedHit)
: base(nestedHit)
{
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (!ParentHitObject.Result.HasResult)
{
base.CheckForResult(userTriggered, timeOffset);
return;
}
if (!ParentHitObject.Result.IsHit)
{
ApplyResult(r => r.Type = r.Judgement.MinResult);
return;
}
if (!userTriggered)
{
if (timeOffset - ParentHitObject.Result.TimeOffset > second_hit_window)
ApplyResult(r => r.Type = r.Judgement.MinResult);
return;
}
if (Math.Abs(timeOffset - ParentHitObject.Result.TimeOffset) <= second_hit_window)
ApplyResult(r => r.Type = r.Judgement.MaxResult);
}
public override bool OnPressed(TaikoAction action)
{
// Don't process actions until the main hitobject is hit
if (!ParentHitObject.IsHit)
return false;
// Don't process actions if the pressed button was released
if (ParentHitObject.HitAction == null)
return false;
// Don't handle invalid hit action presses
if (!ParentHitObject.HitActions.Contains(action))
return false;
return UpdateResult(true);
}
}
}
}