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228 lines
6.4 KiB
C#
228 lines
6.4 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.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Input.Events;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Taiko.Skinning.Default;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public partial class DrawableSwell : DrawableTaikoHitObject<Swell>
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{
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/// <summary>
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/// Offset away from the start time of the swell at which the ring starts appearing.
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/// </summary>
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private const double ring_appear_offset = 100;
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private Vector2 baseSize;
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private readonly Container<DrawableSwellTick> ticks;
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private double? lastPressHandleTime;
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public override bool DisplayResult => false;
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/// <summary>
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/// Whether the player must alternate centre and rim hits.
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/// </summary>
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public bool MustAlternate { get; internal set; } = true;
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public event Action<int> UpdateHitProgress;
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public DrawableSwell()
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: this(null)
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{
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}
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public DrawableSwell([CanBeNull] Swell swell)
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: base(swell)
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{
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FillMode = FillMode.Fit;
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AddInternal(ticks = new Container<DrawableSwellTick> { RelativeSizeAxes = Axes.Both });
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}
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protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Swell),
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_ => new DefaultSwell
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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});
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protected override void RecreatePieces()
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{
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base.RecreatePieces();
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Size = baseSize = new Vector2(TaikoHitObject.DEFAULT_SIZE);
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}
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protected override void OnFree()
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{
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base.OnFree();
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UnproxyContent();
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lastWasCentre = null;
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lastPressHandleTime = null;
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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 DrawableSwellTick tick:
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ticks.Add(tick);
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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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ticks.Clear(false);
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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 SwellTick tick:
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return new DrawableSwellTick(tick);
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}
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return base.CreateNestedHitObject(hitObject);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (userTriggered)
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{
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DrawableSwellTick nextTick = null;
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foreach (var t in ticks)
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{
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if (!t.Result.HasResult)
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{
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nextTick = t;
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break;
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}
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}
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nextTick?.TriggerResult(true);
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int numHits = ticks.Count(r => r.IsHit);
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UpdateHitProgress?.Invoke(numHits);
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if (numHits == HitObject.RequiredHits)
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ApplyMaxResult();
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}
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else
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{
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if (timeOffset < 0)
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return;
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int numHits = 0;
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foreach (var tick in ticks)
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{
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if (tick.IsHit)
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{
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numHits++;
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continue;
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}
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if (!tick.Result.HasResult)
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tick.TriggerResult(false);
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}
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if (numHits == HitObject.RequiredHits)
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ApplyMaxResult();
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else
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ApplyMinResult();
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}
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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break;
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case ArmedState.Miss:
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this.Delay(300).FadeOut();
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break;
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case ArmedState.Hit:
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this.Delay(660).FadeOut();
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break;
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}
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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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Size = baseSize * Parent!.RelativeChildSize;
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// Make the swell stop at the hit target
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X = Math.Max(0, X);
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if (Time.Current >= HitObject.StartTime - ring_appear_offset)
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ProxyContent();
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else
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UnproxyContent();
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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lastPressHandleTime = null;
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}
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private bool? lastWasCentre;
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public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
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{
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// Don't handle keys before the swell starts
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if (Time.Current < HitObject.StartTime)
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return false;
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if (AllJudged)
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return false;
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bool isCentre = e.Action == TaikoAction.LeftCentre || e.Action == TaikoAction.RightCentre;
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// Ensure alternating centre and rim hits
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if (lastWasCentre == isCentre && MustAlternate)
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return false;
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// If we've already successfully judged a tick this frame, do not judge more.
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// Note that the ordering is important here - this is intentionally placed after the alternating check.
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// That is done to prevent accidental double inputs blocking simultaneous but legitimate hits from registering.
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if (lastPressHandleTime == Time.Current)
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return true;
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lastWasCentre = isCentre;
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lastPressHandleTime = Time.Current;
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UpdateResult(true);
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return true;
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}
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}
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}
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