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249 lines
8.6 KiB
C#
249 lines
8.6 KiB
C#
// Copyright (c) 2007-2018 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.Linq;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mania.Objects.Drawables.Pieces;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.Judgements;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.Objects.Drawables
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{
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/// <summary>
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/// Visualises a <see cref="HoldNote"/> hit object.
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/// </summary>
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public class DrawableHoldNote : DrawableManiaHitObject<HoldNote>, IKeyBindingHandler<ManiaAction>
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{
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public override bool DisplayJudgement => false;
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private readonly DrawableNote head;
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private readonly DrawableNote tail;
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private readonly BodyPiece bodyPiece;
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/// <summary>
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/// Time at which the user started holding this hold note. Null if the user is not holding this hold note.
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/// </summary>
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private double? holdStartTime;
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/// <summary>
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/// Whether the hold note has been released too early and shouldn't give full score for the release.
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/// </summary>
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private bool hasBroken;
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private readonly Container<DrawableHoldNoteTick> tickContainer;
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public DrawableHoldNote(HoldNote hitObject, ManiaAction action)
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: base(hitObject, action)
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{
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RelativeSizeAxes = Axes.X;
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InternalChildren = new Drawable[]
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{
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bodyPiece = new BodyPiece
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{
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RelativeSizeAxes = Axes.X,
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},
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tickContainer = new Container<DrawableHoldNoteTick>
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{
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RelativeSizeAxes = Axes.Both,
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ChildrenEnumerable = HitObject.NestedHitObjects.OfType<HoldNoteTick>().Select(tick => new DrawableHoldNoteTick(tick)
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{
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HoldStartTime = () => holdStartTime
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})
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},
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head = new DrawableHeadNote(this, action)
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre
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},
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tail = new DrawableTailNote(this, action)
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.TopCentre
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}
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};
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foreach (var tick in tickContainer)
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AddNested(tick);
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AddNested(head);
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AddNested(tail);
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}
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protected override void OnDirectionChanged(ScrollingDirection direction)
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{
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base.OnDirectionChanged(direction);
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bodyPiece.Anchor = bodyPiece.Origin = direction == ScrollingDirection.Up ? Anchor.TopLeft : Anchor.BottomLeft;
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}
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public override Color4 AccentColour
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{
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get { return base.AccentColour; }
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set
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{
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base.AccentColour = value;
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bodyPiece.AccentColour = value;
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head.AccentColour = value;
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tail.AccentColour = value;
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tickContainer.ForEach(t => t.AccentColour = value);
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}
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (tail.AllJudged)
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AddJudgement(new HoldNoteJudgement { Result = HitResult.Perfect });
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}
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protected override void Update()
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{
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base.Update();
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// Make the body piece not lie under the head note
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bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * head.Height / 2;
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bodyPiece.Height = DrawHeight - head.Height / 2 + tail.Height / 2;
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}
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public bool OnPressed(ManiaAction action)
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{
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// Make sure the action happened within the body of the hold note
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if (Time.Current < HitObject.StartTime || Time.Current > HitObject.EndTime)
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return false;
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if (action != Action)
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return false;
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// The user has pressed during the body of the hold note, after the head note and its hit windows have passed
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// and within the limited range of the above if-statement. This state will be managed by the head note if the
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// user has pressed during the hit windows of the head note.
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holdStartTime = Time.Current;
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return true;
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}
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public bool OnReleased(ManiaAction action)
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{
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// Make sure that the user started holding the key during the hold note
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if (!holdStartTime.HasValue)
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return false;
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if (action != Action)
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return false;
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holdStartTime = null;
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// If the key has been released too early, the user should not receive full score for the release
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if (!tail.IsHit)
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hasBroken = true;
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return true;
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}
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/// <summary>
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/// The head note of a hold.
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/// </summary>
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private class DrawableHeadNote : DrawableNote
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{
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private readonly DrawableHoldNote holdNote;
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public DrawableHeadNote(DrawableHoldNote holdNote, ManiaAction action)
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: base(holdNote.HitObject.Head, action)
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{
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this.holdNote = holdNote;
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}
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public override bool OnPressed(ManiaAction action)
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{
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if (!base.OnPressed(action))
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return false;
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// If the key has been released too early, the user should not receive full score for the release
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if (Judgements.Any(j => j.Result == HitResult.Miss))
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holdNote.hasBroken = true;
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// The head note also handles early hits before the body, but we want accurate early hits to count as the body being held
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// The body doesn't handle these early early hits, so we have to explicitly set the holding state here
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holdNote.holdStartTime = Time.Current;
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return true;
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}
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}
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/// <summary>
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/// The tail note of a hold.
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/// </summary>
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private class DrawableTailNote : DrawableNote
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{
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/// <summary>
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/// Lenience of release hit windows. This is to make cases where the hold note release
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/// is timed alongside presses of other hit objects less awkward.
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/// Todo: This shouldn't exist for non-LegacyBeatmapDecoder beatmaps
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/// </summary>
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private const double release_window_lenience = 1.5;
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private readonly DrawableHoldNote holdNote;
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public DrawableTailNote(DrawableHoldNote holdNote, ManiaAction action)
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: base(holdNote.HitObject.Tail, action)
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{
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this.holdNote = holdNote;
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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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// Factor in the release lenience
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timeOffset /= release_window_lenience;
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if (!userTriggered)
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{
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if (!HitObject.HitWindows.CanBeHit(timeOffset))
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{
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AddJudgement(new HoldNoteTailJudgement
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{
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Result = HitResult.Miss,
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HasBroken = holdNote.hasBroken
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});
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}
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return;
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}
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var result = HitObject.HitWindows.ResultFor(timeOffset);
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if (result == HitResult.None)
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return;
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AddJudgement(new HoldNoteTailJudgement
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{
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Result = result,
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HasBroken = holdNote.hasBroken
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});
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}
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public override bool OnPressed(ManiaAction action) => false; // Tail doesn't handle key down
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public override bool OnReleased(ManiaAction action)
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{
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// Make sure that the user started holding the key during the hold note
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if (!holdNote.holdStartTime.HasValue)
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return false;
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if (action != Action)
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return false;
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UpdateJudgement(true);
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// Handled by the hold note, which will set holding = false
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return false;
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}
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}
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}
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}
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