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110 lines
3.9 KiB
C#
110 lines
3.9 KiB
C#
// Copyright (c) 2007-2017 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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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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foreach (var tick in drumRoll.Ticks)
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{
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var newTick = new DrawableDrumRollTick(tick)
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{
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X = (float)((tick.StartTime - HitObject.StartTime) / HitObject.Duration)
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};
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newTick.OnJudgement += onTickJudgement;
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AddNested(newTick);
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MainPiece.Add(newTick);
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}
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = HitObject.IsStrong };
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece(HitObject.IsStrong)
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{
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Length = (float)(HitObject.Duration / HitObject.ScrollTime),
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PlayfieldLengthReference = () => Parent.DrawSize.X
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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 = AccentColour = colours.YellowDark;
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accentDarkColour = colours.YellowDarker;
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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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// This is naive, however it's based on the reasoning that the hit target
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// is further than mid point of the play field, so the time taken to scroll in should always
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// be greater than the time taken to scroll out to the left of the screen.
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// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
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LifetimeEnd = HitObject.EndTime + HitObject.ScrollTime;
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}
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private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
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{
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if (obj.Judgement.Result == HitResult.Hit)
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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 CheckJudgement(bool userTriggered)
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{
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if (userTriggered)
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return;
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if (Judgement.TimeOffset < 0)
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return;
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int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
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if (countHit > HitObject.RequiredGoodHits)
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{
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Judgement.Result = HitResult.Hit;
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Judgement.TaikoResult = countHit >= HitObject.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
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}
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else
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Judgement.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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}
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}
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}
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