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183 lines
6.0 KiB
C#
183 lines
6.0 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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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osuTK;
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using System.Linq;
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using osu.Game.Audio;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject>, IKeyBindingHandler<TaikoAction>
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{
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protected readonly Container Content;
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private readonly Container proxiedContent;
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private readonly Container nonProxiedContent;
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protected DrawableTaikoHitObject(TaikoHitObject hitObject)
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: base(hitObject)
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{
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AddRangeInternal(new[]
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{
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nonProxiedContent = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = Content = new Container { RelativeSizeAxes = Axes.Both }
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},
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proxiedContent = new ProxiedContentContainer { RelativeSizeAxes = Axes.Both }
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});
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}
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/// <summary>
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/// <see cref="proxiedContent"/> is proxied into an upper layer. We don't want to get masked away otherwise <see cref="proxiedContent"/> would too.
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/// </summary>
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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private bool isProxied;
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/// <summary>
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/// Moves <see cref="Content"/> to a layer proxied above the playfield.
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/// Does nothing is content is already proxied.
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/// </summary>
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protected void ProxyContent()
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{
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if (isProxied) return;
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isProxied = true;
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nonProxiedContent.Remove(Content);
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proxiedContent.Add(Content);
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}
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/// <summary>
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/// Moves <see cref="Content"/> to the normal hitobject layer.
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/// Does nothing is content is not currently proxied.
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/// </summary>
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protected void UnproxyContent()
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{
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if (!isProxied) return;
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isProxied = false;
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proxiedContent.Remove(Content);
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nonProxiedContent.Add(Content);
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}
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/// <summary>
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/// Creates a proxy for the content of this <see cref="DrawableTaikoHitObject"/>.
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/// </summary>
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public Drawable CreateProxiedContent() => proxiedContent.CreateProxy();
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public abstract bool OnPressed(TaikoAction action);
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public virtual void OnReleased(TaikoAction action)
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{
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}
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public override double LifetimeStart
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{
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get => base.LifetimeStart;
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set
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{
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base.LifetimeStart = value;
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proxiedContent.LifetimeStart = value;
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}
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}
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public override double LifetimeEnd
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{
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get => base.LifetimeEnd;
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set
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{
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base.LifetimeEnd = value;
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proxiedContent.LifetimeEnd = value;
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}
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}
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private class ProxiedContentContainer : Container
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{
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public override bool RemoveWhenNotAlive => false;
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}
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}
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public abstract class DrawableTaikoHitObject<TTaikoHit> : DrawableTaikoHitObject
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where TTaikoHit : TaikoHitObject
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{
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public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
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public new TTaikoHit HitObject;
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protected readonly Vector2 BaseSize;
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protected readonly TaikoPiece MainPiece;
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private readonly Container<DrawableStrongNestedHit> strongHitContainer;
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protected DrawableTaikoHitObject(TTaikoHit hitObject)
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: base(hitObject)
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{
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HitObject = hitObject;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Custom;
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RelativeSizeAxes = Axes.Both;
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Size = BaseSize = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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Content.Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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AddInternal(strongHitContainer = new Container<DrawableStrongNestedHit>());
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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{
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base.AddNestedHitObject(hitObject);
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switch (hitObject)
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{
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case DrawableStrongNestedHit strong:
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strongHitContainer.Add(strong);
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break;
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}
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}
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protected override void ClearNestedHitObjects()
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{
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base.ClearNestedHitObjects();
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strongHitContainer.Clear();
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}
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protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case StrongHitObject strong:
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return CreateStrongHit(strong);
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}
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return base.CreateNestedHitObject(hitObject);
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}
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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/// <summary>
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/// Creates the handler for this <see cref="DrawableHitObject"/>'s <see cref="StrongHitObject"/>.
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/// This is only invoked if <see cref="TaikoHitObject.IsStrong"/> is true for <see cref="HitObject"/>.
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/// </summary>
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/// <param name="hitObject">The strong hitobject.</param>
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/// <returns>The strong hitobject handler.</returns>
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protected virtual DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => null;
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}
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}
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