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

123 lines
4.3 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Replays;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Taiko.Replays;
using OpenTK;
using System.Linq;
using osu.Framework.Input;
using osu.Game.Input.Handlers;
using osu.Game.Rulesets.UI.Scrolling;
namespace osu.Game.Rulesets.Taiko.UI
{
public class TaikoRulesetContainer : ScrollingRulesetContainer<TaikoPlayfield, TaikoHitObject>
{
public TaikoRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap)
: base(ruleset, beatmap)
{
}
[BackgroundDependencyLoader]
private void load()
{
loadBarLines();
}
private void loadBarLines()
{
TaikoHitObject lastObject = Beatmap.HitObjects[Beatmap.HitObjects.Count - 1];
double lastHitTime = 1 + ((lastObject as IHasEndTime)?.EndTime ?? lastObject.StartTime);
var timingPoints = Beatmap.ControlPointInfo.TimingPoints.ToList();
if (timingPoints.Count == 0)
return;
int currentIndex = 0;
int currentBeat = 0;
double time = timingPoints[currentIndex].Time;
while (time <= lastHitTime)
{
int nextIndex = currentIndex + 1;
if (nextIndex < timingPoints.Count && time > timingPoints[nextIndex].Time)
{
currentIndex = nextIndex;
time = timingPoints[currentIndex].Time;
currentBeat = 0;
}
var currentPoint = timingPoints[currentIndex];
var barLine = new BarLine
{
StartTime = time,
};
barLine.ApplyDefaults(Beatmap.ControlPointInfo, Beatmap.BeatmapInfo.BaseDifficulty);
bool isMajor = currentBeat % (int)currentPoint.TimeSignature == 0;
Playfield.Add(isMajor ? new DrawableBarLineMajor(barLine) : new DrawableBarLine(barLine));
time += currentPoint.BeatLength * (int)currentPoint.TimeSignature;
currentBeat++;
}
}
protected override Vector2 GetAspectAdjustedSize()
{
const float default_relative_height = TaikoPlayfield.DEFAULT_HEIGHT / 768;
const float default_aspect = 16f / 9f;
float aspectAdjust = MathHelper.Clamp(DrawWidth / DrawHeight, 0.4f, 4) / default_aspect;
return new Vector2(1, default_relative_height * aspectAdjust);
}
protected override Vector2 PlayfieldArea => Vector2.One;
public override ScoreProcessor CreateScoreProcessor() => new TaikoScoreProcessor(this);
public override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo)
{
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft
};
protected override DrawableHitObject<TaikoHitObject> GetVisualRepresentation(TaikoHitObject h)
{
switch (h)
{
case CentreHit centreHit when h.IsStrong:
return new DrawableCentreHitStrong(centreHit);
case CentreHit centreHit:
return new DrawableCentreHit(centreHit);
case RimHit rimHit when h.IsStrong:
return new DrawableRimHitStrong(rimHit);
case RimHit rimHit:
return new DrawableRimHit(rimHit);
case DrumRoll drumRoll:
return new DrawableDrumRoll(drumRoll);
case Swell swell:
return new DrawableSwell(swell);
}
return null;
}
protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
}
}