mirror of
https://github.com/ppy/osu.git
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3f73a9a693
Also adds support for null channels at InputDrum level.
193 lines
6.9 KiB
C#
193 lines
6.9 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;
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using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Audio;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
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/// A component of the playfield that captures input and displays input as a drum.
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/// </summary>
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internal class InputDrum : Container
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{
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private const float middle_split = 0.025f;
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private readonly ControlPointInfo controlPoints;
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public InputDrum(ControlPointInfo controlPoints)
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{
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this.controlPoints = controlPoints;
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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var sampleMappings = new DrumSampleMapping(controlPoints, audio);
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Children = new Drawable[]
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{
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new TaikoHalfDrum(false, sampleMappings)
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{
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Name = "Left Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreRight,
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.X,
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X = -middle_split / 2,
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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},
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new TaikoHalfDrum(true, sampleMappings)
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{
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Name = "Right Half",
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Anchor = Anchor.Centre,
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Origin = Anchor.CentreLeft,
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.X,
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X = middle_split / 2,
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RimAction = TaikoAction.RightRim,
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CentreAction = TaikoAction.RightCentre
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}
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};
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}
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/// <summary>
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/// A half-drum. Contains one centre and one rim hit.
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/// </summary>
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private class TaikoHalfDrum : Container, IKeyBindingHandler<TaikoAction>
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{
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/// <summary>
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/// The key to be used for the rim of the half-drum.
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/// </summary>
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public TaikoAction RimAction;
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/// <summary>
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/// The key to be used for the centre of the half-drum.
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/// </summary>
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public TaikoAction CentreAction;
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private readonly Sprite rim;
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private readonly Sprite rimHit;
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private readonly Sprite centre;
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private readonly Sprite centreHit;
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private readonly DrumSampleMapping sampleMappings;
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public TaikoHalfDrum(bool flipped, DrumSampleMapping sampleMappings)
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{
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this.sampleMappings = sampleMappings;
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Masking = true;
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Children = new Drawable[]
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{
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rim = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both
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},
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rimHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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Blending = BlendingMode.Additive,
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},
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centre = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.7f)
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},
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centreHit = new Sprite
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{
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Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.7f),
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Alpha = 0,
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Blending = BlendingMode.Additive
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}
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};
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures, OsuColour colours)
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{
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rim.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer");
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rimHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer-hit");
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centre.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner");
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centreHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner-hit");
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rimHit.Colour = colours.Blue;
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centreHit.Colour = colours.Pink;
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}
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public bool OnPressed(TaikoAction action)
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{
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Drawable target = null;
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Drawable back = null;
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var drumSample = sampleMappings.SampleAt(Time.Current);
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if (action == CentreAction)
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{
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target = centreHit;
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back = centre;
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drumSample.Centre?.Play();
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}
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else if (action == RimAction)
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{
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target = rimHit;
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back = rim;
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drumSample.Rim?.Play();
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}
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if (target != null)
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{
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const float scale_amount = 0.05f;
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const float alpha_amount = 0.5f;
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const float down_time = 40;
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const float up_time = 1000;
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back.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint)
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.Then()
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.ScaleTo(1, up_time, Easing.OutQuint);
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target.Animate(
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t => t.ScaleTo(target.Scale.X - scale_amount, down_time, Easing.OutQuint),
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t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
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).Then(
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t => t.ScaleTo(1, up_time, Easing.OutQuint),
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t => t.FadeOut(up_time, Easing.OutQuint)
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);
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}
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return false;
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}
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public bool OnReleased(TaikoAction action) => false;
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}
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}
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}
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