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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs

289 lines
13 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.UI;
using OpenTK;
using OpenTK.Graphics;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Extensions.Color4Extensions;
using System.Linq;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using System;
namespace osu.Game.Rulesets.Taiko.UI
{
public class TaikoPlayfield : Playfield<TaikoHitObject, TaikoJudgement>
{
/// <summary>
/// The default play field height.
/// </summary>
public const float DEFAULT_PLAYFIELD_HEIGHT = 178f;
/// <summary>
/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
/// </summary>
public const float HIT_TARGET_OFFSET = TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER / 2f + 40;
/// <summary>
/// The size of the left area of the playfield. This area contains the input drum.
/// </summary>
private const float left_area_size = 240;
protected override Container<Drawable> Content => hitObjectContainer;
private readonly Container<HitExplosion> hitExplosionContainer;
private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
private readonly Container<DrawableBarLine> barLineContainer;
private readonly Container<DrawableTaikoJudgement> judgementContainer;
private readonly Container hitObjectContainer;
private readonly Container topLevelHitContainer;
private readonly Container overlayBackgroundContainer;
private readonly Container backgroundContainer;
private readonly Box overlayBackground;
private readonly Box background;
public TaikoPlayfield()
{
AddInternal(new Drawable[]
{
new ScaleFixContainer
{
RelativeSizeAxes = Axes.X,
Height = DEFAULT_PLAYFIELD_HEIGHT,
Children = new[]
{
backgroundContainer = new Container
{
Name = "Transparent playfield background",
RelativeSizeAxes = Axes.Both,
BorderThickness = 2,
Masking = true,
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Shadow,
Colour = Color4.Black.Opacity(0.2f),
Radius = 5,
},
Children = new Drawable[]
{
background = new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0.6f
},
}
},
new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
Margin = new MarginPadding { Left = left_area_size },
Children = new Drawable[]
{
new Container
{
Name = "Masked elements",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
Masking = true,
Children = new Drawable[]
{
hitExplosionContainer = new Container<HitExplosion>
{
RelativeSizeAxes = Axes.Y,
BlendingMode = BlendingMode.Additive,
},
barLineContainer = new Container<DrawableBarLine>
{
RelativeSizeAxes = Axes.Both,
},
new HitTarget
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.Centre,
},
hitObjectContainer = new Container
{
RelativeSizeAxes = Axes.Both,
},
}
},
kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
BlendingMode = BlendingMode.Additive
},
judgementContainer = new Container<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
BlendingMode = BlendingMode.Additive
},
}
},
overlayBackgroundContainer = new Container
{
Name = "Left overlay",
Size = new Vector2(left_area_size, DEFAULT_PLAYFIELD_HEIGHT),
BorderThickness = 1,
Children = new Drawable[]
{
overlayBackground = new Box
{
RelativeSizeAxes = Axes.Both,
},
new InputDrum
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.X,
Position = new Vector2(0.10f, 0),
Scale = new Vector2(0.9f)
},
new Box
{
Anchor = Anchor.TopRight,
RelativeSizeAxes = Axes.Y,
Width = 10,
ColourInfo = Framework.Graphics.Colour.ColourInfo.GradientHorizontal(Color4.Black.Opacity(0.6f), Color4.Black.Opacity(0)),
},
}
},
}
},
topLevelHitContainer = new Container
{
Name = "Top level hit objects",
RelativeSizeAxes = Axes.Both,
}
});
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
overlayBackgroundContainer.BorderColour = colours.Gray0;
overlayBackground.Colour = colours.Gray1;
backgroundContainer.BorderColour = colours.Gray1;
background.Colour = colours.Gray0;
}
public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h)
{
h.Depth = (float)h.HitObject.StartTime;
base.Add(h);
// Swells should be moved at the very top of the playfield when they reach the hit target
var swell = h as DrawableSwell;
if (swell != null)
swell.OnStart += () => topLevelHitContainer.Add(swell.CreateProxy());
}
public void AddBarLine(DrawableBarLine barLine)
{
barLineContainer.Add(barLine);
}
public override void OnJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> judgedObject)
{
bool wasHit = judgedObject.Judgement.Result == HitResult.Hit;
bool secondHit = judgedObject.Judgement.SecondHit;
judgementContainer.Add(new DrawableTaikoJudgement(judgedObject.Judgement)
{
Anchor = wasHit ? Anchor.TopLeft : Anchor.CentreLeft,
Origin = wasHit ? Anchor.BottomCentre : Anchor.Centre,
RelativePositionAxes = Axes.X,
X = wasHit ? judgedObject.Position.X : 0,
});
if (!wasHit)
return;
bool isRim = judgedObject.HitObject is RimHit;
if (!secondHit)
{
if (judgedObject.X >= -0.05f && !(judgedObject is DrawableSwell))
{
// If we're far enough away from the left stage, we should bring outselves in front of it
topLevelHitContainer.Add(judgedObject.CreateProxy());
}
hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement, isRim));
if (judgedObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.Judgement, isRim));
}
else
hitExplosionContainer.Children.FirstOrDefault(e => e.Judgement == judgedObject.Judgement)?.VisualiseSecondHit();
}
/// <summary>
/// This is a very special type of container. It serves a similar purpose to <see cref="FillMode.Fit"/>, however unlike <see cref="FillMode.Fit"/>,
/// this will only adjust the scale relative to the height of its parent and will maintain the original width relative to its parent.
///
/// <para>
/// 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
/// 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
/// container which takes care of reversing the width adjustment while appearing transparent to the user.
/// </para>
/// </summary>
private class ScaleFixContainer : Container
{
protected override Container<Drawable> Content => widthAdjustmentContainer;
private readonly WidthAdjustmentContainer widthAdjustmentContainer;
/// <summary>
/// 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.
/// </summary>
protected override Vector2 DrawScale => Scale * RelativeToAbsoluteFactor.Y / DrawHeight;
public ScaleFixContainer()
{
AddInternal(widthAdjustmentContainer = new WidthAdjustmentContainer { ParentDrawScaleReference = () => DrawScale.X });
}
/// <summary>
/// The container type that reverses the <see cref="Drawable.DrawScale"/> width adjustment.
/// </summary>
private class WidthAdjustmentContainer : Container
{
/// <summary>
/// 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"/>.
/// </summary>
public Func<float> ParentDrawScaleReference;
public WidthAdjustmentContainer()
{
// This container doesn't care about height, it should always fill its parent
RelativeSizeAxes = Axes.Y;
}
protected override void Update()
{
base.Update();
// Reverse the DrawScale adjustment
Width = Parent.DrawSize.X / ParentDrawScaleReference();
}
}
}
}
}