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osu-lazer/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs
Bartłomiej Dach 9915fac2c8
Fix sample silence being one level too low
4a7b011a53 inadvertently unearthed that
nested strong hits could play samples of their own accord, rather than
delegating to `DrumSampleTriggerSource` as they were supposed to. This
was an unfortunate omission due to how the inheritance structure of
`TaikoHitObject` looks like (some irrelevant classes omitted for
brevity):

	DrawableTaikoHitObject
		DrawableTaikoHitObject<TObject> <-- `GetSamples()` was overridden to empty here
			DrawableTaikoStrongableHitObject
				DrawableHit
				DrawableDrumRoll
				DrawableDrumRollTick
			DrawableSwell
			DrawableSwellTick
		DrawableStrongNestedHit <-- all strong nested hits are here => didn't receive `GetSamples()` override
			DrawableHit.StrongNestedHit
			DrawableDrumRoll.StrongNestedHit
			DrawableDrumRollTick.StrongNestedHit

To fix, move the `GetSamples()` override one level higher, to the
non-generic `DrawableTaikoHitObject`, to suppress the spurious sample
playbacks.

The stale reference in the comment was also updated to match current
code.
2023-05-21 18:58:26 +02:00

166 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.
#nullable disable
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Input.Bindings;
using osu.Framework.Input.Events;
using osu.Game.Audio;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract partial class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject>, IKeyBindingHandler<TaikoAction>
{
protected readonly Container Content;
private readonly Container proxiedContent;
private readonly Container nonProxiedContent;
/// <summary>
/// Whether the location of the hit should be snapped to the hit target before animating.
/// </summary>
/// <remarks>
/// This is how osu-stable worked, but notably is not how TnT works.
/// Not snapping results in less visual feedback on hit accuracy.
/// </remarks>
public bool SnapJudgementLocation { get; set; }
protected DrawableTaikoHitObject([CanBeNull] TaikoHitObject hitObject)
: base(hitObject)
{
AddRangeInternal(new[]
{
nonProxiedContent = new Container
{
RelativeSizeAxes = Axes.Both,
Child = Content = new Container { RelativeSizeAxes = Axes.Both }
},
proxiedContent = new ProxiedContentContainer { RelativeSizeAxes = Axes.Both }
});
}
/// <summary>
/// <see cref="proxiedContent"/> is proxied into an upper layer. We don't want to get masked away otherwise <see cref="proxiedContent"/> would too.
/// </summary>
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
private bool isProxied;
/// <summary>
/// Moves <see cref="Content"/> to a layer proxied above the playfield.
/// Does nothing if content is already proxied.
/// </summary>
protected void ProxyContent()
{
if (isProxied) return;
isProxied = true;
nonProxiedContent.Remove(Content, false);
proxiedContent.Add(Content);
}
/// <summary>
/// Moves <see cref="Content"/> to the normal hitobject layer.
/// Does nothing is content is not currently proxied.
/// </summary>
protected void UnproxyContent()
{
if (!isProxied) return;
isProxied = false;
proxiedContent.Remove(Content, false);
nonProxiedContent.Add(Content);
}
/// <summary>
/// Creates a proxy for the content of this <see cref="DrawableTaikoHitObject"/>.
/// </summary>
public Drawable CreateProxiedContent() => proxiedContent.CreateProxy();
public abstract bool OnPressed(KeyBindingPressEvent<TaikoAction> e);
public virtual void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
{
}
public override double LifetimeStart
{
get => base.LifetimeStart;
set
{
base.LifetimeStart = value;
proxiedContent.LifetimeStart = value;
}
}
public override double LifetimeEnd
{
get => base.LifetimeEnd;
set
{
base.LifetimeEnd = value;
proxiedContent.LifetimeEnd = value;
}
}
private partial class ProxiedContentContainer : Container
{
public override bool RemoveWhenNotAlive => false;
}
// Most osu!taiko hitsounds are managed by the drum (see DrumSampleTriggerSource).
public override IEnumerable<HitSampleInfo> GetSamples() => Enumerable.Empty<HitSampleInfo>();
}
public abstract partial class DrawableTaikoHitObject<TObject> : DrawableTaikoHitObject
where TObject : TaikoHitObject
{
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
public new TObject HitObject => (TObject)base.HitObject;
protected Vector2 BaseSize;
protected SkinnableDrawable MainPiece;
protected DrawableTaikoHitObject([CanBeNull] TObject hitObject)
: base(hitObject)
{
Anchor = Anchor.CentreLeft;
Origin = Anchor.Custom;
RelativeSizeAxes = Axes.Both;
}
protected override void OnApply()
{
base.OnApply();
// TODO: THIS CANNOT BE HERE, it makes pooling pointless (see https://github.com/ppy/osu/issues/21072).
RecreatePieces();
}
protected virtual void RecreatePieces()
{
Size = BaseSize = new Vector2(TaikoHitObject.DEFAULT_SIZE);
if (MainPiece != null)
Content.Remove(MainPiece, true);
Content.Add(MainPiece = CreateMainPiece());
}
protected abstract SkinnableDrawable CreateMainPiece();
}
}