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288 lines
13 KiB
C#
288 lines
13 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 osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Extensions.Color4Extensions;
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using System.Linq;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using System;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : Playfield<TaikoHitObject, TaikoJudgement>
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{
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/// <summary>
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/// The default play field height.
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/// </summary>
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public const float DEFAULT_PLAYFIELD_HEIGHT = 178f;
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/// <summary>
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/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
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/// </summary>
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public const float HIT_TARGET_OFFSET = TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER / 2f + 40;
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/// <summary>
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/// The size of the left area of the playfield. This area contains the input drum.
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/// </summary>
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private const float left_area_size = 240;
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protected override Container<Drawable> Content => hitObjectContainer;
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private readonly Container<HitExplosion> hitExplosionContainer;
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private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
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private readonly Container<DrawableBarLine> barLineContainer;
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private readonly Container<DrawableTaikoJudgement> judgementContainer;
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private readonly Container hitObjectContainer;
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private readonly Container topLevelHitContainer;
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private readonly Container overlayBackgroundContainer;
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private readonly Container backgroundContainer;
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private readonly Box overlayBackground;
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private readonly Box background;
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public TaikoPlayfield()
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{
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AddInternal(new Drawable[]
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{
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new ScaleFixContainer
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{
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RelativeSizeAxes = Axes.X,
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Height = DEFAULT_PLAYFIELD_HEIGHT,
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Children = new[]
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{
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backgroundContainer = new Container
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{
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Name = "Transparent playfield background",
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RelativeSizeAxes = Axes.Both,
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BorderThickness = 2,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Colour = Color4.Black.Opacity(0.2f),
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Radius = 5,
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},
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Children = new Drawable[]
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{
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background = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.6f
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},
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}
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},
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new Container
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{
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Name = "Right area",
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RelativeSizeAxes = Axes.Both,
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Margin = new MarginPadding { Left = left_area_size },
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Masked elements",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
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Masking = true,
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Children = new Drawable[]
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{
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hitExplosionContainer = new Container<HitExplosion>
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{
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RelativeSizeAxes = Axes.Y,
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BlendingMode = BlendingMode.Additive,
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},
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barLineContainer = new Container<DrawableBarLine>
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{
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RelativeSizeAxes = Axes.Both,
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},
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new HitTarget
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.Centre,
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},
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hitObjectContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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},
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}
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},
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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RelativeSizeAxes = Axes.Y,
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Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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BlendingMode = BlendingMode.Additive
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},
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judgementContainer = new Container<DrawableTaikoJudgement>
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{
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Name = "Judgements",
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RelativeSizeAxes = Axes.Y,
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Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
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BlendingMode = BlendingMode.Additive
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},
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}
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},
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overlayBackgroundContainer = new Container
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{
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Name = "Left overlay",
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Size = new Vector2(left_area_size, DEFAULT_PLAYFIELD_HEIGHT),
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BorderThickness = 1,
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Children = new Drawable[]
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{
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overlayBackground = new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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new InputDrum
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativePositionAxes = Axes.X,
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Position = new Vector2(0.10f, 0),
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Scale = new Vector2(0.9f)
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},
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new Box
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{
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Anchor = Anchor.TopRight,
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RelativeSizeAxes = Axes.Y,
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Width = 10,
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ColourInfo = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)),
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},
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}
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},
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}
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},
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topLevelHitContainer = new Container
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{
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Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
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}
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});
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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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overlayBackgroundContainer.BorderColour = colours.Gray0;
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overlayBackground.Colour = colours.Gray1;
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backgroundContainer.BorderColour = colours.Gray1;
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background.Colour = colours.Gray0;
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}
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public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h)
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{
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h.Depth = (float)h.HitObject.StartTime;
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base.Add(h);
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// Swells should be moved at the very top of the playfield when they reach the hit target
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var swell = h as DrawableSwell;
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if (swell != null)
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swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy());
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}
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public void AddBarLine(DrawableBarLine barLine)
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{
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barLineContainer.Add(barLine);
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}
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public override void OnJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> judgedObject)
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{
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bool wasHit = judgedObject.Judgement.Result == HitResult.Hit;
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bool secondHit = judgedObject.Judgement.SecondHit;
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judgementContainer.Add(new DrawableTaikoJudgement(judgedObject.Judgement)
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{
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Anchor = wasHit ? Anchor.TopLeft : Anchor.CentreLeft,
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Origin = wasHit ? Anchor.BottomCentre : Anchor.Centre,
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RelativePositionAxes = Axes.X,
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X = wasHit ? judgedObject.Position.X : 0,
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});
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if (!wasHit)
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return;
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bool isRim = judgedObject.HitObject is RimHit;
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if (!secondHit)
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{
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if (judgedObject.X >= -0.05f && !(judgedObject is DrawableSwell))
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{
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// If we're far enough away from the left stage, we should bring outselves in front of it
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topLevelHitContainer.Add(judgedObject.CreateProxy());
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}
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hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement, isRim));
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if (judgedObject.HitObject.Kiai)
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kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.Judgement, isRim));
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}
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else
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hitExplosionContainer.Children.FirstOrDefault(e => e.Judgement == judgedObject.Judgement)?.VisualiseSecondHit();
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}
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/// <summary>
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/// This is a very special type of container. It serves a similar purpose to <see cref="FillMode.Fit"/>, however unlike <see cref="FillMode.Fit"/>,
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/// this will only adjust the scale relative to the height of its parent and will maintain the original width relative to its parent.
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///
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/// <para>
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/// By adjusting the scale relative to the height of its parent, the aspect ratio of this container's children is maintained, however this is undesirable
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/// in the case where the hit object container should not have its width adjusted by scale. To counteract this, another container is nested inside this
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/// container which takes care of reversing the width adjustment while appearing transparent to the user.
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/// </para>
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/// </summary>
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private class ScaleFixContainer : Container
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{
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protected override Container<Drawable> Content => widthAdjustmentContainer;
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private readonly WidthAdjustmentContainer widthAdjustmentContainer;
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/// <summary>
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/// We only want to apply DrawScale in the Y-axis to preserve aspect ratio and <see cref="TaikoPlayfield"/> doesn't care about having its width adjusted.
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/// </summary>
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protected override Vector2 DrawScale => Scale * RelativeToAbsoluteFactor.Y / DrawHeight;
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public ScaleFixContainer()
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{
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AddInternal(widthAdjustmentContainer = new WidthAdjustmentContainer { ParentDrawScaleReference = () => DrawScale.X });
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}
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/// <summary>
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/// The container type that reverses the <see cref="Drawable.DrawScale"/> width adjustment.
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/// </summary>
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private class WidthAdjustmentContainer : Container
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{
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/// <summary>
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/// This container needs to know its parent's <see cref="Drawable.DrawScale"/> so it can reverse the width adjustment caused by <see cref="Drawable.DrawScale"/>.
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/// </summary>
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public Func<float> ParentDrawScaleReference;
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public WidthAdjustmentContainer()
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{
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// This container doesn't care about height, it should always fill its parent
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RelativeSizeAxes = Axes.Y;
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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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// Reverse the DrawScale adjustment
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Width = Parent.DrawSize.X / ParentDrawScaleReference();
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}
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}
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}
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}
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} |