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103 lines
3.9 KiB
C#
103 lines
3.9 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 osuTK;
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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.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Connections;
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using osu.Game.Rulesets.UI;
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using System.Linq;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.UI.Cursor;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public class OsuPlayfield : Playfield
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{
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private readonly ApproachCircleProxyContainer approachCircles;
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private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
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private readonly ConnectionRenderer<OsuHitObject> connectionLayer;
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public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
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protected override GameplayCursorContainer CreateCursor() => new OsuCursorContainer();
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public OsuPlayfield()
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{
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InternalChildren = new Drawable[]
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{
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connectionLayer = new FollowPointRenderer
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 2,
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},
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judgementLayer = new JudgementContainer<DrawableOsuJudgement>
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{
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RelativeSizeAxes = Axes.Both,
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Depth = 1,
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},
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// Todo: This should not exist, but currently helps to reduce LOH allocations due to unbinding skin source events on judgement disposal
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// Todo: Remove when hitobjects are properly pooled
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new SkinProvidingContainer(null)
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{
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Child = HitObjectContainer,
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},
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approachCircles = new ApproachCircleProxyContainer
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{
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RelativeSizeAxes = Axes.Both,
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Depth = -1,
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},
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};
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}
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public override void Add(DrawableHitObject h)
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{
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h.OnNewResult += onNewResult;
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if (h is IDrawableHitObjectWithProxiedApproach c)
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{
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var original = c.ProxiedLayer;
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// Hitobjects only have lifetimes set on LoadComplete. For nested hitobjects (e.g. SliderHeads), this only happens when the parenting slider becomes visible.
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// This delegation is required to make sure that the approach circles for those not-yet-loaded objects aren't added prematurely.
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original.OnLoadComplete += addApproachCircleProxy;
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}
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base.Add(h);
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}
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private void addApproachCircleProxy(Drawable d) => approachCircles.Add(d.CreateProxy());
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public override void PostProcess()
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{
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connectionLayer.HitObjects = HitObjectContainer.Objects.Select(d => d.HitObject).OfType<OsuHitObject>();
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}
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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{
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if (!judgedObject.DisplayResult || !DisplayJudgements.Value)
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return;
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DrawableOsuJudgement explosion = new DrawableOsuJudgement(result, judgedObject)
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{
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Origin = Anchor.Centre,
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Position = ((OsuHitObject)judgedObject.HitObject).StackedEndPosition,
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Scale = new Vector2(((OsuHitObject)judgedObject.HitObject).Scale * 1.65f)
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};
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judgementLayer.Add(explosion);
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => HitObjectContainer.ReceivePositionalInputAt(screenSpacePos);
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private class ApproachCircleProxyContainer : LifetimeManagementContainer
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{
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public void Add(Drawable approachCircleProxy) => AddInternal(approachCircleProxy);
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}
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}
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}
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