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123 lines
4.8 KiB
C#
123 lines
4.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Configuration;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mania.Scoring;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class DrawableManiaRuleset : DrawableScrollingRuleset<ManiaHitObject>
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{
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protected new ManiaPlayfield Playfield => (ManiaPlayfield)base.Playfield;
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public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
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public IEnumerable<BarLine> BarLines;
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protected override bool RelativeScaleBeatLengths => true;
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protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
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private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
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public DrawableManiaRuleset(Ruleset ruleset, WorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
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// Generate the bar lines
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double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
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var timingPoints = Beatmap.ControlPointInfo.TimingPoints;
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var barLines = new List<BarLine>();
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for (int i = 0; i < timingPoints.Count; i++)
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{
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TimingControlPoint point = timingPoints[i];
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// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
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double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
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int index = 0;
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for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength, index++)
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{
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barLines.Add(new BarLine
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{
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StartTime = t,
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ControlPoint = point,
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BeatIndex = index
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});
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}
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}
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BarLines = barLines;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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BarLines.ForEach(Playfield.Add);
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Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
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configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);
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Config.BindWith(ManiaRulesetSetting.ScrollTime, TimeRange);
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}
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/// <summary>
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/// Retrieves the column that intersects a screen-space position.
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/// </summary>
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/// <param name="screenSpacePosition">The screen-space position.</param>
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/// <returns>The column which intersects with <paramref name="screenSpacePosition"/>.</returns>
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public Column GetColumnByPosition(Vector2 screenSpacePosition) => Playfield.GetColumnByPosition(screenSpacePosition);
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer();
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protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
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public override ScoreProcessor CreateScoreProcessor() => new ManiaScoreProcessor(this);
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public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;
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protected override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Variant);
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public override DrawableHitObject<ManiaHitObject> CreateDrawableRepresentation(ManiaHitObject h)
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{
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switch (h)
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{
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case HoldNote holdNote:
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return new DrawableHoldNote(holdNote);
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case Note note:
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return new DrawableNote(note);
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default:
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return null;
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}
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}
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
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}
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}
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