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osu-lazer/osu.Game.Rulesets.Mania/UI/ManiaPlayfield.cs
ANDY840119-PC\andy840119 cc0520d722 1. because set stage's width doesn't help, so use margin instead
2. adjust spacing when has different number of stages
2018-01-10 23:47:38 +09:00

144 lines
4.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.Objects.Drawables;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.UI;
using OpenTK;
namespace osu.Game.Rulesets.Mania.UI
{
public class ManiaPlayfield : ScrollingPlayfield
{
/// <summary>
/// list mania column stages
/// </summary>
private readonly FillFlowContainer<ManiaColumnStage> listColumnStages;
/// <summary>
/// Whether this playfield should be inverted. This flips everything inside the playfield.
/// </summary>
public readonly Bindable<bool> Inverted = new Bindable<bool>(true);
/// <summary>
/// The style to use for the special column.
/// </summary>
public SpecialColumnPosition SpecialColumnPosition
{
get => listColumnStages.FirstOrDefault()?.SpecialColumnPosition ?? SpecialColumnPosition.Normal;
set
{
foreach (var singleStage in listColumnStages)
{
singleStage.SpecialColumnPosition = value;
}
}
}
public List<Column> Columns => listColumnStages.SelectMany(x => x.Columns).ToList();
public ManiaPlayfield(List<StageDefinition> stages)
: base(Axes.Y)
{
if (stages.Count <= 0)
throw new ArgumentException("Can't have zero or fewer columns.");
Inverted.Value = true;
var stageSpacing = 300 / stages.Count();
InternalChildren = new Drawable[]
{
listColumnStages = new FillFlowContainer<ManiaColumnStage>
{
Name="Stages",
Direction = FillDirection.Horizontal,
RelativeSizeAxes = Axes.Y,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Spacing = new Vector2(stageSpacing),
}
};
var currentAction = ManiaAction.Key1;
foreach (var stage in stages)
{
var drawableStage = new ManiaColumnStage(stage.Columns);
drawableStage.VisibleTimeRange.BindTo(VisibleTimeRange);
listColumnStages.Add(drawableStage);
AddNested(drawableStage);
for (int i = 0; i < stage.Columns; i++)
{
var c = new Column
{
//c.Action = c.IsSpecial ? ManiaAction.Special : currentAction++;
Action = currentAction++
};
drawableStage.AddColumn(c);
AddNested(c);
}
}
Inverted.ValueChanged += invertedChanged;
Inverted.TriggerChange();
}
private void invertedChanged(bool newValue)
{
Scale = new Vector2(1, newValue ? -1 : 1);
foreach (var single in listColumnStages)
{
single.Judgements.Scale = Scale;
}
}
public override void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
{
var maniaObject = (ManiaHitObject)judgedObject.HitObject;
int column = maniaObject.Column;
Columns[column].OnJudgement(judgedObject, judgement);
getFallDownControlContainerByActualColumn(column).AddJudgement(judgement);
}
public override void Add(DrawableHitObject h) => Columns.ElementAt(((ManiaHitObject)h.HitObject).Column).Add(h);
public void Add(BarLine barline)
{
foreach (var single in listColumnStages)
{
single.HitObjects.Add(new DrawableBarLine(barline));
}
}
private ManiaColumnStage getFallDownControlContainerByActualColumn(int actualColumn)
{
int sum = 0;
foreach (var single in listColumnStages)
{
sum = sum + single.ColumnCount;
if (sum > actualColumn)
{
return single;
}
}
return null;
}
}
}