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osu-lazer/osu.Game.Rulesets.Taiko/UI/TaikoPlayfield.cs
2024-01-20 01:46:15 +03:00

361 lines
14 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.UI
{
public partial class TaikoPlayfield : ScrollingPlayfield
{
/// <summary>
/// Base height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
/// </summary>
public const float BASE_HEIGHT = 200;
public const float INPUT_DRUM_WIDTH = 180f;
/// <summary>
/// Whether the hit target should be nudged further towards the left area, matching the stable "classic" position.
/// </summary>
public Bindable<bool> ClassicHitTargetPosition = new BindableBool();
public Container UnderlayElements { get; private set; } = null!;
private Container<HitExplosion> hitExplosionContainer = null!;
private Container<KiaiHitExplosion> kiaiExplosionContainer = null!;
private JudgementContainer<DrawableTaikoJudgement> judgementContainer = null!;
private ScrollingHitObjectContainer drumRollHitContainer = null!;
internal Drawable HitTarget = null!;
private JudgementPooler<DrawableTaikoJudgement> judgementPooler = null!;
private readonly IDictionary<HitResult, HitExplosionPool> explosionPools = new Dictionary<HitResult, HitExplosionPool>();
private ProxyContainer topLevelHitContainer = null!;
private InputDrum inputDrum = null!;
/// <remarks>
/// <see cref="Playfield.AddNested"/> is purposefully not called on this to prevent i.e. being able to interact
/// with bar lines in the editor.
/// </remarks>
private BarLinePlayfield barLinePlayfield = null!;
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
const float hit_target_width = BASE_HEIGHT;
inputDrum = new InputDrum
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Y,
Width = INPUT_DRUM_WIDTH,
};
InternalChildren = new[]
{
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.PlayfieldBackgroundRight), _ => new PlayfieldBackgroundRight()),
new Container
{
Name = "Left overlay",
RelativeSizeAxes = Axes.Y,
Width = INPUT_DRUM_WIDTH,
BorderColour = colours.Gray0,
Children = new[]
{
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
inputDrum.CreateProxy(),
}
},
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Mascot), _ => Empty())
{
Origin = Anchor.BottomLeft,
Anchor = Anchor.TopLeft,
RelativePositionAxes = Axes.Y,
RelativeSizeAxes = Axes.None,
Y = 0.2f
},
new Container
{
Name = "Right area",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = INPUT_DRUM_WIDTH },
Children = new Drawable[]
{
new Container
{
Name = "Elements behind hit objects",
RelativeSizeAxes = Axes.Y,
Width = hit_target_width,
Children = new[]
{
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.KiaiGlow), _ => Empty())
{
RelativeSizeAxes = Axes.Both,
},
hitExplosionContainer = new Container<HitExplosion>
{
RelativeSizeAxes = Axes.Both,
},
HitTarget = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.HitTarget), _ => new TaikoHitTarget())
{
RelativeSizeAxes = Axes.Both,
}
}
},
new Container
{
Name = "Bar line content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Children = new Drawable[]
{
UnderlayElements = new Container
{
RelativeSizeAxes = Axes.Both,
},
barLinePlayfield = new BarLinePlayfield(),
}
},
new Container
{
Name = "Masked hit objects content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Masking = true,
Child = HitObjectContainer,
},
new Container
{
Name = "Overlay content",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = hit_target_width / 2 },
Children = new Drawable[]
{
drumRollHitContainer = new DrumRollHitContainer(),
kiaiExplosionContainer = new Container<KiaiHitExplosion>
{
Name = "Kiai hit explosions",
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
},
judgementContainer = new JudgementContainer<DrawableTaikoJudgement>
{
Name = "Judgements",
Origin = Anchor.TopCentre,
RelativeSizeAxes = Axes.Both,
FillMode = FillMode.Fit,
},
}
},
}
},
topLevelHitContainer = new ProxyContainer
{
Name = "Top level hit objects",
RelativeSizeAxes = Axes.Both,
},
drumRollHitContainer.CreateProxy(),
new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.DrumSamplePlayer), _ => new DrumSamplePlayer())
{
RelativeSizeAxes = Axes.Both,
},
// this is added at the end of the hierarchy to receive input before taiko objects.
// but is proxied below everything to not cover visual effects such as hit explosions.
inputDrum,
};
RegisterPool<Hit, DrawableHit>(50);
RegisterPool<Hit.StrongNestedHit, DrawableHit.StrongNestedHit>(50);
RegisterPool<DrumRoll, DrawableDrumRoll>(5);
RegisterPool<DrumRoll.StrongNestedHit, DrawableDrumRoll.StrongNestedHit>(5);
RegisterPool<DrumRollTick, DrawableDrumRollTick>(100);
RegisterPool<DrumRollTick.StrongNestedHit, DrawableDrumRollTick.StrongNestedHit>(100);
RegisterPool<Swell, DrawableSwell>(5);
RegisterPool<SwellTick, DrawableSwellTick>(100);
var hitWindows = new TaikoHitWindows();
HitResult[] usableHitResults = Enum.GetValues<HitResult>().Where(r => hitWindows.IsHitResultAllowed(r)).ToArray();
AddInternal(judgementPooler = new JudgementPooler<DrawableTaikoJudgement>(usableHitResults));
foreach (var result in usableHitResults)
explosionPools.Add(result, new HitExplosionPool(result));
AddRangeInternal(explosionPools.Values);
}
protected override void LoadComplete()
{
base.LoadComplete();
NewResult += OnNewResult;
}
protected override void OnNewDrawableHitObject(DrawableHitObject drawableHitObject)
{
base.OnNewDrawableHitObject(drawableHitObject);
var taikoObject = (DrawableTaikoHitObject)drawableHitObject;
topLevelHitContainer.Add(taikoObject.CreateProxiedContent());
}
#region Pooling support
public override void Add(HitObject h)
{
switch (h)
{
case BarLine barLine:
barLinePlayfield.Add(barLine);
break;
case TaikoHitObject taikoHitObject:
base.Add(taikoHitObject);
break;
default:
throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
}
}
public override bool Remove(HitObject h)
{
switch (h)
{
case BarLine barLine:
return barLinePlayfield.Remove(barLine);
case TaikoHitObject taikoHitObject:
return base.Remove(taikoHitObject);
default:
throw new ArgumentException($"Unsupported {nameof(HitObject)} type: {h.GetType()}");
}
}
#endregion
#region Non-pooling support
public override void Add(DrawableHitObject h)
{
switch (h)
{
case DrawableBarLine barLine:
barLinePlayfield.Add(barLine);
break;
case DrawableTaikoHitObject:
base.Add(h);
break;
default:
throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
}
}
public override bool Remove(DrawableHitObject h)
{
switch (h)
{
case DrawableBarLine barLine:
return barLinePlayfield.Remove(barLine);
case DrawableTaikoHitObject:
return base.Remove(h);
default:
throw new ArgumentException($"Unsupported {nameof(DrawableHitObject)} type: {h.GetType()}");
}
}
#endregion
internal void OnNewResult(DrawableHitObject judgedObject, JudgementResult result)
{
if (!DisplayJudgements.Value)
return;
if (!judgedObject.DisplayResult)
return;
switch (result.Judgement)
{
case TaikoStrongJudgement:
if (result.IsHit)
hitExplosionContainer.Children.FirstOrDefault(e => e.JudgedObject == ((DrawableStrongNestedHit)judgedObject).ParentHitObject)?.VisualiseSecondHit(result);
break;
case TaikoDrumRollTickJudgement:
if (!result.IsHit)
break;
var drawableTick = (DrawableDrumRollTick)judgedObject;
addDrumRollHit(drawableTick);
break;
default:
if (!result.Type.IsScorable())
break;
var judgement = judgementPooler.Get(result.Type, j => j.Apply(result, judgedObject));
if (judgement == null)
return;
judgementContainer.Add(judgement);
var type = (judgedObject.HitObject as Hit)?.Type ?? HitType.Centre;
addExplosion(judgedObject, result.Type, type);
break;
}
}
private void addDrumRollHit(DrawableDrumRollTick drawableTick) =>
drumRollHitContainer.Add(new DrawableFlyingHit(drawableTick));
private void addExplosion(DrawableHitObject drawableObject, HitResult result, HitType type)
{
hitExplosionContainer.Add(explosionPools[result]
.Get(explosion => explosion.Apply(drawableObject)));
if (drawableObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(drawableObject, type));
}
private partial class ProxyContainer : LifetimeManagementContainer
{
public void Add(Drawable proxy) => AddInternal(proxy);
public override bool UpdateSubTreeMasking(Drawable source, RectangleF maskingBounds)
{
// DrawableHitObject disables masking.
// Hitobject content is proxied and unproxied based on hit status and the IsMaskedAway value could get stuck because of this.
return false;
}
}
}
}