mirror of
https://github.com/ppy/osu.git
synced 2024-12-30 15:02:56 +08:00
149 lines
5.2 KiB
C#
149 lines
5.2 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 osu.Framework.Allocation;
|
|
using osu.Framework.Audio;
|
|
using osu.Framework.Audio.Track;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Beatmaps.Timing;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Graphics.Containers;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Rulesets.Mods
|
|
{
|
|
public abstract class ModNightcore<TObject> : ModDoubleTime, IApplicableToDrawableRuleset<TObject>
|
|
where TObject : HitObject
|
|
{
|
|
public override string Name => "Nightcore";
|
|
public override string Acronym => "NC";
|
|
public override IconUsage? Icon => OsuIcon.ModNightcore;
|
|
public override string Description => "Uguuuuuuuu...";
|
|
|
|
private readonly BindableNumber<double> tempoAdjust = new BindableDouble(1);
|
|
private readonly BindableNumber<double> freqAdjust = new BindableDouble(1);
|
|
|
|
protected ModNightcore()
|
|
{
|
|
SpeedChange.BindValueChanged(val =>
|
|
{
|
|
freqAdjust.Value = SpeedChange.Default;
|
|
tempoAdjust.Value = val.NewValue / SpeedChange.Default;
|
|
}, true);
|
|
}
|
|
|
|
public override void ApplyToTrack(Track track)
|
|
{
|
|
// base.ApplyToTrack() intentionally not called (different tempo adjustment is applied)
|
|
track.AddAdjustment(AdjustableProperty.Frequency, freqAdjust);
|
|
track.AddAdjustment(AdjustableProperty.Tempo, tempoAdjust);
|
|
}
|
|
|
|
public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
|
|
{
|
|
drawableRuleset.Overlays.Add(new NightcoreBeatContainer());
|
|
}
|
|
|
|
public class NightcoreBeatContainer : BeatSyncedContainer
|
|
{
|
|
private SkinnableSound hatSample;
|
|
private SkinnableSound clapSample;
|
|
private SkinnableSound kickSample;
|
|
private SkinnableSound finishSample;
|
|
|
|
private int? firstBeat;
|
|
|
|
public NightcoreBeatContainer()
|
|
{
|
|
Divisor = 2;
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
InternalChildren = new Drawable[]
|
|
{
|
|
hatSample = new SkinnableSound(new SampleInfo("nightcore-hat")),
|
|
clapSample = new SkinnableSound(new SampleInfo("nightcore-clap")),
|
|
kickSample = new SkinnableSound(new SampleInfo("nightcore-kick")),
|
|
finishSample = new SkinnableSound(new SampleInfo("nightcore-finish")),
|
|
};
|
|
}
|
|
|
|
private const int bars_per_segment = 4;
|
|
|
|
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
|
|
{
|
|
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
|
|
|
|
int beatsPerBar = (int)timingPoint.TimeSignature;
|
|
int segmentLength = beatsPerBar * Divisor * bars_per_segment;
|
|
|
|
if (!IsBeatSyncedWithTrack)
|
|
{
|
|
firstBeat = null;
|
|
return;
|
|
}
|
|
|
|
if (!firstBeat.HasValue || beatIndex < firstBeat)
|
|
// decide on a good starting beat index if once has not yet been decided.
|
|
firstBeat = beatIndex < 0 ? 0 : (beatIndex / segmentLength + 1) * segmentLength;
|
|
|
|
if (beatIndex >= firstBeat)
|
|
playBeatFor(beatIndex % segmentLength, timingPoint.TimeSignature);
|
|
}
|
|
|
|
private void playBeatFor(int beatIndex, TimeSignatures signature)
|
|
{
|
|
if (beatIndex == 0)
|
|
finishSample?.Play();
|
|
|
|
switch (signature)
|
|
{
|
|
case TimeSignatures.SimpleTriple:
|
|
switch (beatIndex % 6)
|
|
{
|
|
case 0:
|
|
kickSample?.Play();
|
|
break;
|
|
|
|
case 3:
|
|
clapSample?.Play();
|
|
break;
|
|
|
|
default:
|
|
hatSample?.Play();
|
|
break;
|
|
}
|
|
|
|
break;
|
|
|
|
case TimeSignatures.SimpleQuadruple:
|
|
switch (beatIndex % 4)
|
|
{
|
|
case 0:
|
|
kickSample?.Play();
|
|
break;
|
|
|
|
case 2:
|
|
clapSample?.Play();
|
|
break;
|
|
|
|
default:
|
|
hatSample?.Play();
|
|
break;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|