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b97cab4f29
These are interleaved into the playfield, so we have to use the playfield's columns' actions.
130 lines
5.6 KiB
C#
130 lines
5.6 KiB
C#
// Copyright (c) 2007-2017 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;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Lists;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mania.Timing;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Replays;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class ManiaRulesetContainer : ScrollingRulesetContainer<ManiaPlayfield, ManiaHitObject>
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{
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/// <summary>
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/// The number of columns which the <see cref="ManiaPlayfield"/> should display, and which
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/// the beatmap converter will attempt to convert beatmaps to use.
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/// </summary>
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public int AvailableColumns { get; private set; }
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public IEnumerable<DrawableBarLine> BarLines;
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public ManiaRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
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: base(ruleset, beatmap, isForCurrentRuleset)
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{
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// Generate the bar lines
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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SortedList<TimingControlPoint> timingPoints = Beatmap.ControlPointInfo.TimingPoints;
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var barLines = new List<DrawableBarLine>();
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for (int i = 0; i < timingPoints.Count; i++)
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{
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TimingControlPoint point = timingPoints[i];
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// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
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int index = 0;
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for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
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{
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barLines.Add(new DrawableBarLine(new BarLine
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{
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StartTime = t,
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ControlPoint = point,
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BeatIndex = index
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}));
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}
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}
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BarLines = barLines;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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BarLines.ForEach(Playfield.Add);
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}
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protected sealed override Playfield CreatePlayfield() => new ManiaPlayfield(AvailableColumns)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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public override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, AvailableColumns);
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protected override BeatmapConverter<ManiaHitObject> CreateBeatmapConverter()
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{
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if (IsForCurrentRuleset)
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AvailableColumns = (int)Math.Max(1, Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize));
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else
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{
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float percentSliderOrSpinner = (float)WorkingBeatmap.Beatmap.HitObjects.Count(h => h is IHasEndTime) / WorkingBeatmap.Beatmap.HitObjects.Count;
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if (percentSliderOrSpinner < 0.2)
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AvailableColumns = 7;
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else if (percentSliderOrSpinner < 0.3 || Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.CircleSize) >= 5)
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 5 ? 7 : 6;
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else if (percentSliderOrSpinner > 0.6)
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AvailableColumns = Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) > 4 ? 5 : 4;
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else
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AvailableColumns = Math.Max(4, Math.Min((int)Math.Round(WorkingBeatmap.BeatmapInfo.BaseDifficulty.OverallDifficulty) + 1, 7));
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}
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return new ManiaBeatmapConverter(IsForCurrentRuleset, AvailableColumns);
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}
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protected override DrawableHitObject<ManiaHitObject> GetVisualRepresentation(ManiaHitObject h)
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{
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ManiaAction action = Playfield.Columns.ElementAt(h.Column).Action;
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var holdNote = h as HoldNote;
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if (holdNote != null)
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return new DrawableHoldNote(holdNote, action);
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var note = h as Note;
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if (note != null)
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return new DrawableNote(note, action);
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return null;
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}
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protected override Vector2 GetPlayfieldAspectAdjust() => new Vector2(1, 0.8f);
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protected override SpeedAdjustmentContainer CreateSpeedAdjustmentContainer(MultiplierControlPoint controlPoint) => new ManiaSpeedAdjustmentContainer(controlPoint, ScrollingAlgorithm.Basic);
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protected override FramedReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay, this);
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}
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}
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