Major rsefinements to taiko drawable classes.

This commit is contained in:
Dean Herbert
2017-04-05 10:01:40 +09:00
parent 6dc03c1cc4
commit 028e941ab2
21 changed files with 316 additions and 275 deletions

View File

@ -3,15 +3,18 @@
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Input;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Taiko.Judgements;
using osu.Game.Modes.Taiko.Objects.Drawables.Pieces;
using OpenTK;
using OpenTK.Input;
namespace osu.Game.Modes.Taiko.Objects.Drawables
{
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableHitObject<TaikoHitObject, TaikoJudgement>
where TaikoHitType : TaikoHitObject
{
/// <summary>
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
@ -19,35 +22,56 @@ namespace osu.Game.Modes.Taiko.Objects.Drawables
/// </summary>
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
protected override Container<Drawable> Content => bodyContainer;
protected readonly TaikoPiece MainPiece;
private readonly Container bodyContainer;
public new TaikoHitType HitObject;
protected DrawableTaikoHitObject(TaikoHitType hitObject)
: base(hitObject)
{
HitObject = hitObject;
Anchor = Anchor.CentreLeft;
Origin = Anchor.CentreLeft;
Origin = Anchor.Custom;
AutoSizeAxes = Axes.Both;
RelativePositionAxes = Axes.X;
AddInternal(bodyContainer = new Container
{
AutoSizeAxes = Axes.Both,
Children = new[]
{
MainPiece = CreateMainPiece()
}
});
MainPiece.KiaiMode = HitObject.Kiai;
}
protected override void LoadComplete()
{
LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
base.LoadComplete();
}
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece(HitObject.IsStrong);
/// <summary>
/// Sets the scroll position of the DrawableHitObject relative to the offset between
/// a time value and the HitObject's StartTime.
/// </summary>
/// <param name="time"></param>
protected virtual void UpdateScrollPosition(double time)
{
MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
}
protected virtual void UpdateScrollPosition(double time) => MoveToX((float)((HitObject.StartTime - time) / HitObject.PreEmpt));
protected override void Update()
{