1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-16 18:32:54 +08:00
osu-lazer/osu.Game/Rulesets/Mods/ModNightcore.cs
2022-06-17 16:37:17 +09:00

154 lines
5.3 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Beatmaps.Timing;
using osu.Game.Graphics;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModNightcore : ModDoubleTime
{
public override string Name => "Nightcore";
public override string Acronym => "NC";
public override IconUsage? Icon => OsuIcon.ModNightcore;
public override string Description => "Uguuuuuuuu...";
}
public abstract class ModNightcore<TObject> : ModNightcore, IApplicableToDrawableRuleset<TObject>
where TObject : HitObject
{
private readonly BindableNumber<double> tempoAdjust = new BindableDouble(1);
private readonly BindableNumber<double> freqAdjust = new BindableDouble(1);
protected ModNightcore()
{
SpeedChange.BindValueChanged(val =>
{
freqAdjust.Value = SpeedChange.Default;
tempoAdjust.Value = val.NewValue / SpeedChange.Default;
}, true);
}
public override void ApplyToTrack(IAdjustableAudioComponent track)
{
// base.ApplyToTrack() intentionally not called (different tempo adjustment is applied)
track.AddAdjustment(AdjustableProperty.Frequency, freqAdjust);
track.AddAdjustment(AdjustableProperty.Tempo, tempoAdjust);
}
public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
{
drawableRuleset.Overlays.Add(new NightcoreBeatContainer());
}
public class NightcoreBeatContainer : BeatSyncedContainer
{
private PausableSkinnableSound hatSample;
private PausableSkinnableSound clapSample;
private PausableSkinnableSound kickSample;
private PausableSkinnableSound finishSample;
private int? firstBeat;
public NightcoreBeatContainer()
{
Divisor = 2;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChildren = new Drawable[]
{
hatSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-hat")),
clapSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-clap")),
kickSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-kick")),
finishSample = new PausableSkinnableSound(new SampleInfo("Gameplay/nightcore-finish")),
};
}
private const int bars_per_segment = 4;
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
int beatsPerBar = timingPoint.TimeSignature.Numerator;
int segmentLength = beatsPerBar * Divisor * bars_per_segment;
if (!IsBeatSyncedWithTrack)
{
firstBeat = null;
return;
}
if (!firstBeat.HasValue || beatIndex < firstBeat)
// decide on a good starting beat index if once has not yet been decided.
firstBeat = beatIndex < 0 ? 0 : (beatIndex / segmentLength + 1) * segmentLength;
if (beatIndex >= firstBeat)
playBeatFor(beatIndex % segmentLength, timingPoint.TimeSignature);
}
private void playBeatFor(int beatIndex, TimeSignature signature)
{
if (beatIndex == 0)
finishSample?.Play();
switch (signature.Numerator)
{
case 3:
switch (beatIndex % 6)
{
case 0:
kickSample?.Play();
break;
case 3:
clapSample?.Play();
break;
default:
hatSample?.Play();
break;
}
break;
case 4:
switch (beatIndex % 4)
{
case 0:
kickSample?.Play();
break;
case 2:
clapSample?.Play();
break;
default:
hatSample?.Play();
break;
}
break;
}
}
}
}
}