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osu-lazer/osu.Game.Rulesets.Taiko/UI/DrawableTaikoRuleset.cs

120 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.
#nullable disable
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Input.Handlers;
using osu.Game.Replays;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Beatmaps;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Replays;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
{
public new BindableDouble TimeRange => base.TimeRange;
public readonly BindableBool LockPlayfieldAspectRange = new BindableBool(true);
public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
protected override bool UserScrollSpeedAdjustment => false;
private SkinnableDrawable scroller;
public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
: base(ruleset, beatmap, mods)
{
Direction.Value = ScrollingDirection.Left;
VisualisationMethod = ScrollVisualisationMethod.Overlapping;
}
[BackgroundDependencyLoader]
private void load()
{
new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar));
FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Scroller), _ => Empty())
{
RelativeSizeAxes = Axes.X,
Depth = float.MaxValue
});
KeyBindingInputManager.Add(new DrumTouchInputArea());
}
protected override void Update()
{
base.Update();
TimeRange.Value = ComputeTimeRange();
}
protected virtual double ComputeTimeRange()
{
// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
const float scroll_rate = 10;
// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
// Width is used because it defines how many notes fit on the playfield.
// We clamp the ratio to the maximum aspect ratio to keep scroll speed consistent on widths lower than the default.
float ratio = Math.Max(DrawSize.X / 768f, TaikoPlayfieldAdjustmentContainer.MAXIMUM_ASPECT);
// Stable internally increased the slider velocity of objects by a factor of `VELOCITY_MULTIPLIER`.
// To simulate this, we shrink the time range by that factor here.
// This, when combined with the rest of the scrolling ruleset machinery (see `MultiplierControlPoint` et al.),
// has the effect of increasing each multiplier control point's multiplier by `VELOCITY_MULTIPLIER`, ensuring parity with stable.
return (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
var playfieldScreen = Playfield.ScreenSpaceDrawQuad;
scroller.Height = ToLocalSpace(playfieldScreen.TopLeft + new Vector2(0, playfieldScreen.Height / 20)).Y;
}
public MultiplierControlPoint ControlPointAt(double time)
{
int result = ControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (result < 0)
result = Math.Clamp(~result - 1, 0, ControlPoints.Count);
return ControlPoints[result];
}
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer
{
LockPlayfieldAspectRange = { BindTarget = LockPlayfieldAspectRange }
};
protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
protected override Playfield CreatePlayfield() => new TaikoPlayfield();
public override DrawableHitObject<TaikoHitObject> CreateDrawableRepresentation(TaikoHitObject h) => null;
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
}
}