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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonDrumSampleTriggerSource.cs
2023-07-07 14:46:36 +09:00

47 lines
1.6 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 osu.Framework.Allocation;
using osu.Game.Audio;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource
{
[Resolved]
private ISkinSource skinSource { get; set; } = null!;
public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance)
: base(hitObjectContainer, balance)
{
}
public override void Play(HitType hitType, bool strong)
{
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
if (hitObject == null)
return;
var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
// If the sample is provided by a legacy skin, we should not try and do anything special.
if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
{
base.Play(hitType, strong);
return;
}
// let the magic begin...
var samplesToPlay = new List<ISampleInfo> { new VolumeAwareHitSampleInfo(originalSample, strong) };
PlaySamples(samplesToPlay.ToArray());
}
}
}