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360 lines
14 KiB
C#
360 lines
14 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Pooling;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Judgements;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
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/// </summary>
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public const float DEFAULT_HEIGHT = 200;
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/// <summary>
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/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
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/// </summary>
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public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
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private Container<HitExplosion> hitExplosionContainer;
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private Container<KiaiHitExplosion> kiaiExplosionContainer;
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private JudgementContainer<DrawableTaikoJudgement> judgementContainer;
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private ScrollingHitObjectContainer drumRollHitContainer;
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internal Drawable HitTarget;
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private SkinnableDrawable mascot;
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private readonly IDictionary<HitResult, DrawablePool<DrawableTaikoJudgement>> judgementPools = new Dictionary<HitResult, DrawablePool<DrawableTaikoJudgement>>();
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private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
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private ProxyContainer topLevelHitContainer;
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private InputDrum inputDrum;
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private Container rightArea;
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/// <remarks>
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/// <see cref="Playfield.AddNested"/> is purposefully not called on this to prevent i.e. being able to interact
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/// with bar lines in the editor.
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/// </remarks>
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private BarLinePlayfield barLinePlayfield;
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private Container playfieldContent;
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private Container playfieldOverlay;
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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inputDrum = new InputDrum
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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AutoSizeAxes = Axes.X,
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RelativeSizeAxes = Axes.Y,
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};
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InternalChildren = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
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new Container
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{
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Name = "Left overlay",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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BorderColour = colours.Gray0,
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Children = new[]
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{
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new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
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inputDrum.CreateProxy(),
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}
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},
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mascot = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.Mascot), _ => Empty())
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{
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.TopLeft,
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RelativePositionAxes = Axes.Y,
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RelativeSizeAxes = Axes.None,
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Y = 0.2f
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},
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rightArea = new Container
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{
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Name = "Right area",
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RelativeSizeAxes = Axes.Both,
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RelativePositionAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Elements before hit objects",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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Children = new[]
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{
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hitExplosionContainer = new Container<HitExplosion>
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{
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RelativeSizeAxes = Axes.Both,
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},
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HitTarget = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.HitTarget), _ => new TaikoHitTarget())
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{
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RelativeSizeAxes = Axes.Both,
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}
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}
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},
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new Container
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{
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Name = "Masked hit objects content",
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Child = playfieldContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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barLinePlayfield = new BarLinePlayfield(),
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HitObjectContainer,
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}
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}
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},
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playfieldOverlay = new Container
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{
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Name = "Elements after hit objects",
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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drumRollHitContainer = new DrumRollHitContainer(),
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kiaiExplosionContainer = new Container<KiaiHitExplosion>
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{
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Name = "Kiai hit explosions",
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RelativeSizeAxes = Axes.Both,
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FillMode = FillMode.Fit,
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},
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judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
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{
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Name = "Judgements",
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RelativeSizeAxes = Axes.Y,
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},
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}
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},
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}
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},
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topLevelHitContainer = new ProxyContainer
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{
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Name = "Top level hit objects",
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RelativeSizeAxes = Axes.Both,
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},
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drumRollHitContainer.CreateProxy(),
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new DrumSamplePlayer(HitObjectContainer),
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// this is added at the end of the hierarchy to receive input before taiko objects.
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// but is proxied below everything to not cover visual effects such as hit explosions.
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inputDrum,
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};
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RegisterPool<Hit, DrawableHit>(50);
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RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
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RegisterPool<DrumRoll, DrawableDrumRoll>(5);
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RegisterPool<DrumRoll.StrongNestedHit, DrawableDrumRoll.StrongNestedHit>(5);
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RegisterPool<DrumRollTick, DrawableDrumRollTick>(100);
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RegisterPool<DrumRollTick.StrongNestedHit, DrawableDrumRollTick.StrongNestedHit>(100);
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RegisterPool<Swell, DrawableSwell>(5);
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RegisterPool<SwellTick, DrawableSwellTick>(100);
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var hitWindows = new TaikoHitWindows();
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foreach (var result in Enum.GetValues(typeof(HitResult)).OfType<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r)))
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{
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judgementPools.Add(result, new DrawablePool<DrawableTaikoJudgement>(15));
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explosionPools.Add(result, new HitExplosionPool(result));
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}
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AddRangeInternal(judgementPools.Values);
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AddRangeInternal(explosionPools.Values);
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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NewResult += OnNewResult;
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}
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protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)
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{
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base.OnNewDrawableHitObject(drawableHitObject);
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var taikoObject = (DrawableTaikoHitObject)drawableHitObject;
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topLevelHitContainer.Add(taikoObject.CreateProxiedContent());
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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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// Padding is required to be updated for elements which are based on "absolute" X sized elements.
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// This is basically allowing for correct alignment as relative pieces move around them.
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rightArea.Padding = new MarginPadding { Left = inputDrum.Width };
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playfieldContent.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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playfieldOverlay.Padding = new MarginPadding { Left = HitTarget.DrawWidth / 2 };
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mascot.Scale = new Vector2(DrawHeight / DEFAULT_HEIGHT);
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}
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#region Pooling support
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public override void Add(HitObject h)
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{
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switch (h)
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{
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case BarLine barLine:
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barLinePlayfield.Add(barLine);
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break;
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case TaikoHitObject taikoHitObject:
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base.Add(taikoHitObject);
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break;
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default:
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throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
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}
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}
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public override bool Remove(HitObject h)
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{
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switch (h)
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{
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case BarLine barLine:
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return barLinePlayfield.Remove(barLine);
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case TaikoHitObject taikoHitObject:
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return base.Remove(taikoHitObject);
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default:
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throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
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}
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}
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#endregion
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#region Non-pooling support
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public override void Add(DrawableHitObject h)
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{
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switch (h)
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{
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case DrawableBarLine barLine:
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barLinePlayfield.Add(barLine);
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break;
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case DrawableTaikoHitObject:
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base.Add(h);
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break;
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default:
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throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
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}
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}
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public override bool Remove(DrawableHitObject h)
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{
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switch (h)
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{
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case DrawableBarLine barLine:
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return barLinePlayfield.Remove(barLine);
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case DrawableTaikoHitObject:
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return base.Remove(h);
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default:
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throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
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}
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}
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#endregion
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internal void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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if (!DisplayJudgements.Value)
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return;
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if (!judgedObject.DisplayResult)
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return;
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switch (result.Judgement)
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{
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case TaikoStrongJudgement:
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if (result.IsHit)
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hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == ((DrawableStrongNestedHit)judgedObject).ParentHitObject)?.VisualiseSecondHit(result);
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break;
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case TaikoDrumRollTickJudgement:
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if (!result.IsHit)
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break;
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var drawableTick = (DrawableDrumRollTick)judgedObject;
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addDrumRollHit(drawableTick);
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break;
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default:
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judgementContainer.Add(judgementPools[result.Type].Get(j =>
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{
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j.Apply(result, judgedObject);
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j.Anchor = result.IsHit ? Anchor.TopLeft : Anchor.CentreLeft;
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j.Origin = result.IsHit ? Anchor.BottomCentre : Anchor.Centre;
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j.RelativePositionAxes = Axes.X;
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j.X = result.IsHit ? judgedObject.Position.X : 0;
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}));
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var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
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addExplosion(judgedObject, result.Type, type);
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break;
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}
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}
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private void addDrumRollHit(DrawableDrumRollTick drawableTick) =>
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drumRollHitContainer.Add(new DrawableFlyingHit(drawableTick));
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private void addExplosion(DrawableHitObject drawableObject, HitResult result, HitType type)
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{
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hitExplosionContainer.Add(explosionPools[result]
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.Get(explosion => explosion.Apply(drawableObject)));
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if (drawableObject.HitObject.Kiai)
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kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
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}
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private class ProxyContainer : LifetimeManagementContainer
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{
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public void Add(Drawable proxy) => AddInternal(proxy);
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public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds)
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{
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// DrawableHitObject disables masking.
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// Hitobject content is proxied and unproxied based on hit status and the IsMaskedAway value could get stuck because of this.
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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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