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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableDrumRoll.cs

154 lines
4.8 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK.Graphics;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
{
/// <summary>
/// Number of rolling hits required to reach the dark/final colour.
/// </summary>
private const int rolling_hits_for_engaged_colour = 5;
/// <summary>
/// Rolling number of tick hits. This increases for hits and decreases for misses.
/// </summary>
private int rollingHits;
private readonly Container<DrawableDrumRollTick> tickContainer;
private Color4 colourIdle;
private Color4 colourEngaged;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
RelativeSizeAxes = Axes.Y;
MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
MainPiece.AccentColour = colourIdle = colours.YellowDark;
colourEngaged = colours.YellowDarker;
}
protected override void LoadComplete()
{
base.LoadComplete();
OnNewResult += onNewResult;
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
switch (hitObject)
{
case DrawableDrumRollTick tick:
tickContainer.Add(tick);
break;
}
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
tickContainer.Clear();
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case DrumRollTick tick:
return new DrawableDrumRollTick(tick);
}
return base.CreateNestedHitObject(hitObject);
}
protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
public override bool OnPressed(TaikoAction action) => false;
private void onNewResult(DrawableHitObject obj, JudgementResult result)
{
if (!(obj is DrawableDrumRollTick))
return;
if (result.Type > HitResult.Miss)
rollingHits++;
else
rollingHits--;
rollingHits = Math.Clamp(rollingHits, 0, rolling_hits_for_engaged_colour);
Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
MainPiece.FadeAccent(newColour, 100);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered)
return;
if (timeOffset < 0)
return;
int countHit = NestedHitObjects.Count(o => o.IsHit);
if (countHit >= HitObject.RequiredGoodHits)
ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Good);
else
ApplyResult(r => r.Type = HitResult.Miss);
}
protected override void UpdateStateTransforms(ArmedState state)
{
switch (state)
{
case ArmedState.Hit:
case ArmedState.Miss:
this.Delay(HitObject.Duration).FadeOut(100);
break;
}
}
protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
private class StrongNestedHit : DrawableStrongNestedHit
{
public StrongNestedHit(StrongHitObject strong, DrawableDrumRoll drumRoll)
: base(strong, drumRoll)
{
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (!MainObject.Judged)
return;
ApplyResult(r => r.Type = MainObject.IsHit ? HitResult.Great : HitResult.Miss);
}
public override bool OnPressed(TaikoAction action) => false;
}
}
}