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osu-lazer/osu.Game.Rulesets.Mania/UI/DrawableManiaRuleset.cs

182 lines
7.2 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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Threading;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Configuration;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Replays;
using osu.Game.Rulesets.Mania.Skinning;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Mania.UI
{
[Cached]
public partial class DrawableManiaRuleset : DrawableScrollingRuleset<ManiaHitObject>
{
/// <summary>
/// The minimum time range. This occurs at a <see cref="ManiaRulesetSetting.ScrollSpeed"/> of 40.
/// </summary>
public const double MIN_TIME_RANGE = 290;
/// <summary>
/// The maximum time range. This occurs with a <see cref="ManiaRulesetSetting.ScrollSpeed"/> of 1.
/// </summary>
public const double MAX_TIME_RANGE = 11485;
public new ManiaPlayfield Playfield => (ManiaPlayfield)base.Playfield;
public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
public IEnumerable<BarLine> BarLines;
protected override bool RelativeScaleBeatLengths => true;
protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
private readonly BindableInt configScrollSpeed = new BindableInt();
private double smoothTimeRange;
// Stores the current speed adjustment active in gameplay.
private readonly Track speedAdjustmentTrack = new TrackVirtual(0);
private ISkinSource currentSkin = null!;
public DrawableManiaRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod>? mods = null)
: base(ruleset, beatmap, mods)
{
BarLines = new BarLineGenerator<BarLine>(Beatmap).BarLines;
TimeRange.MinValue = 1;
TimeRange.MaxValue = MAX_TIME_RANGE;
}
[BackgroundDependencyLoader]
private void load(ISkinSource source)
{
currentSkin = source;
currentSkin.SourceChanged += onSkinChange;
skinChanged();
foreach (var mod in Mods.OfType<IApplicableToTrack>())
mod.ApplyToTrack(speedAdjustmentTrack);
bool isForCurrentRuleset = Beatmap.BeatmapInfo.Ruleset.Equals(Ruleset.RulesetInfo);
foreach (var p in ControlPoints)
{
// Mania doesn't care about global velocity
p.Velocity = 1;
p.BaseBeatLength *= Beatmap.Difficulty.SliderMultiplier;
// For non-mania beatmap, speed changes should only happen through timing points
if (!isForCurrentRuleset)
p.EffectPoint = new EffectControlPoint();
}
BarLines.ForEach(Playfield.Add);
Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);
Config.BindWith(ManiaRulesetSetting.ScrollSpeed, configScrollSpeed);
configScrollSpeed.BindValueChanged(speed => this.TransformTo(nameof(smoothTimeRange), ComputeScrollTime(speed.NewValue), 200, Easing.OutQuint));
TimeRange.Value = smoothTimeRange = ComputeScrollTime(configScrollSpeed.Value);
KeyBindingInputManager.Add(new ManiaTouchInputArea());
}
protected override void AdjustScrollSpeed(int amount) => configScrollSpeed.Value += amount;
protected override void Update()
{
base.Update();
updateTimeRange();
}
private ScheduledDelegate? pendingSkinChange;
private float hitPosition;
private void onSkinChange()
{
// schedule required to avoid calls after disposed.
// note that this has the side-effect of components only performing a skin change when they are alive.
pendingSkinChange?.Cancel();
pendingSkinChange = Scheduler.Add(skinChanged);
}
private void skinChanged()
{
hitPosition = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.HitPosition))?.Value
?? Stage.HIT_TARGET_POSITION;
pendingSkinChange = null;
}
private void updateTimeRange()
{
const float length_to_default_hit_position = 768 - LegacyManiaSkinConfiguration.DEFAULT_HIT_POSITION;
float lengthToHitPosition = 768 - hitPosition;
// This scaling factor preserves the scroll speed as the scroll length varies from changes to the hit position.
float scale = lengthToHitPosition / length_to_default_hit_position;
TimeRange.Value = smoothTimeRange * speedAdjustmentTrack.AggregateTempo.Value * speedAdjustmentTrack.AggregateFrequency.Value * scale;
}
/// <summary>
/// Computes a scroll time (in milliseconds) from a scroll speed in the range of 1-40.
/// </summary>
/// <param name="scrollSpeed">The scroll speed.</param>
/// <returns>The scroll time.</returns>
public static double ComputeScrollTime(int scrollSpeed) => MAX_TIME_RANGE / scrollSpeed;
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer();
protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;
protected override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Variant);
public override DrawableHitObject<ManiaHitObject>? CreateDrawableRepresentation(ManiaHitObject h) => null;
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
protected override ReplayRecorder CreateReplayRecorder(Score score) => new ManiaReplayRecorder(score);
protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (currentSkin.IsNotNull())
currentSkin.SourceChanged -= onSkinChange;
}
}
}