mirror of
https://github.com/osukey/osukey.git
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Merge branch 'master' into taiko_barlines
This commit is contained in:
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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protected override Key[] HitKeys { get; } = { Key.F, Key.J };
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private readonly CirclePiece circlePiece;
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public DrawableCentreHit(Hit hit)
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: base(hit)
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{
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Add(circlePiece = new CirclePiece
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{
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Children = new[]
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{
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new CentreHitSymbolPiece()
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}
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});
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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circlePiece.AccentColour = colours.PinkDarker;
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Circle.AccentColour = colours.PinkDarker;
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}
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protected override CirclePiece CreateCirclePiece() => new CirclePiece
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{
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Children = new[] { new CentreHitSymbolPiece() }
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};
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}
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}
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|
@ -1,38 +1,91 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
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using System.Linq;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public class DrawableDrumRoll : DrawableTaikoHitObject
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{
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/// <summary>
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/// Number of rolling hits required to reach the dark/final accent colour.
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/// </summary>
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private const int rolling_hits_for_dark_accent = 5;
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private readonly DrumRoll drumRoll;
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private readonly CirclePiece circle;
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private Color4 accentDarkColour;
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/// <summary>
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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/// </summary>
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private int rollingHits;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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this.drumRoll = drumRoll;
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int tickIndex = 0;
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RelativeSizeAxes = Axes.X;
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Width = (float)(drumRoll.Duration / drumRoll.PreEmpt);
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Add(circle = CreateCirclePiece());
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circle.KiaiMode = HitObject.Kiai;
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foreach (var tick in drumRoll.Ticks)
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{
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var newTick = new DrawableDrumRollTick(tick)
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{
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Depth = tickIndex,
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X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
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};
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AddNested(newTick);
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newTick.OnJudgement += onTickJudgement;
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tickIndex++;
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AddNested(newTick);
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Add(newTick);
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}
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}
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protected override void UpdateState(ArmedState state)
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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circle.AccentColour = AccentColour = colours.YellowDark;
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accentDarkColour = colours.YellowDarker;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// This is naive, however it's based on the reasoning that the hit target
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// is further than mid point of the play field, so the time taken to scroll in should always
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// be greater than the time taken to scroll out to the left of the screen.
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// Thus, using PreEmpt here is enough for the drum roll to completely scroll out.
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LifetimeEnd = drumRoll.EndTime + drumRoll.PreEmpt;
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}
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private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
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{
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if (obj.Judgement.Result == HitResult.Hit)
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rollingHits++;
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else
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rollingHits--;
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rollingHits = MathHelper.Clamp(rollingHits, 0, rolling_hits_for_dark_accent);
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Color4 newAccent = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
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circle.FadeAccent(newAccent, 100);
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}
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protected override void CheckJudgement(bool userTriggered)
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@ -53,5 +106,11 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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else
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Judgement.Result = HitResult.Miss;
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}
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protected override void UpdateState(ArmedState state)
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{
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}
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protected virtual CirclePiece CreateCirclePiece() => new CirclePiece();
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}
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}
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|
@ -5,20 +5,66 @@ using OpenTK.Input;
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using osu.Game.Modes.Taiko.Judgements;
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using System;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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public class DrawableDrumRollTick : DrawableTaikoHitObject
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{
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/// <summary>
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/// The size of a tick.
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/// </summary>
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private const float tick_size = TaikoHitObject.CIRCLE_RADIUS / 2;
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/// <summary>
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/// Any tick that is not the first for a drumroll is not filled, but is instead displayed
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/// as a hollow circle. This is what controls the border width of that circle.
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/// </summary>
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private const float tick_border_width = tick_size / 4;
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private readonly DrumRollTick tick;
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private readonly CircularContainer bodyContainer;
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public DrawableDrumRollTick(DrumRollTick tick)
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: base(tick)
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{
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this.tick = tick;
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Anchor = Anchor.CentreLeft;
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Origin = Anchor.Centre;
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RelativePositionAxes = Axes.X;
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Size = new Vector2(tick_size);
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Children = new[]
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{
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bodyContainer = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = tick_border_width,
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BorderColour = Color4.White,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = tick.FirstTick ? 1 : 0,
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AlwaysPresent = true
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}
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}
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}
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};
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
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protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement { SecondHit = tick.IsStrong };
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protected override void CheckJudgement(bool userTriggered)
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{
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@ -38,11 +84,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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protected override void UpdateState(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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bodyContainer.ScaleTo(0, 100, EasingTypes.OutQuint);
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break;
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}
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}
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protected override void UpdateScrollPosition(double time)
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{
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// Drum roll ticks shouldn't move
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// Ticks don't move
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}
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protected override bool HandleKeyPress(Key key)
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|
@ -6,6 +6,7 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Taiko.Judgements;
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using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
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using System;
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using System.Linq;
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@ -20,15 +21,17 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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protected override Container<Framework.Graphics.Drawable> Content => bodyContainer;
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protected readonly CirclePiece Circle;
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private readonly Hit hit;
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private readonly Container bodyContainer;
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/// <summary>
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/// Whether the last key pressed is a valid hit key.
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/// </summary>
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private bool validKeyPressed;
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private readonly Container bodyContainer;
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protected DrawableHit(Hit hit)
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: base(hit)
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{
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@ -38,7 +41,13 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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||||
Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new[]
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{
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Circle = CreateCirclePiece()
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}
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});
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Circle.KiaiMode = HitObject.Kiai;
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}
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protected override void CheckJudgement(bool userTriggered)
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@ -100,5 +109,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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Expire();
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}
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protected abstract CirclePiece CreateCirclePiece();
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}
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}
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|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
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{
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||||
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
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||||
private readonly CirclePiece circlePiece;
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|
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public DrawableRimHit(Hit hit)
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: base(hit)
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{
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Add(circlePiece = new CirclePiece
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{
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Children = new[]
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{
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new RimHitSymbolPiece()
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}
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||||
});
|
||||
}
|
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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circlePiece.AccentColour = colours.BlueDarker;
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Circle.AccentColour = colours.BlueDarker;
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}
|
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protected override CirclePiece CreateCirclePiece() => new CirclePiece
|
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{
|
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Children = new[] { new RimHitSymbolPiece() }
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||||
};
|
||||
}
|
||||
}
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||||
|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
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{
|
||||
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableStrongCentreHit(Hit hit)
|
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: base(hit)
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{
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Add(circlePiece = new StrongCirclePiece
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{
|
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Children = new []
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{
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new CentreHitSymbolPiece()
|
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}
|
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});
|
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}
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|
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[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.PinkDarker;
|
||||
Circle.AccentColour = colours.PinkDarker;
|
||||
}
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
|
||||
{
|
||||
Children = new[] { new CentreHitSymbolPiece() }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -0,0 +1,20 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableStrongDrumRoll : DrawableDrumRoll
|
||||
{
|
||||
public DrawableStrongDrumRoll(DrumRoll drumRoll)
|
||||
: base(drumRoll)
|
||||
{
|
||||
}
|
||||
|
||||
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = true };
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece();
|
||||
}
|
||||
}
|
@ -12,24 +12,20 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableStrongRimHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new StrongCirclePiece
|
||||
{
|
||||
Children = new[]
|
||||
{
|
||||
new RimHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.BlueDarker;
|
||||
Circle.AccentColour = colours.BlueDarker;
|
||||
}
|
||||
|
||||
protected override CirclePiece CreateCirclePiece() => new StrongCirclePiece
|
||||
{
|
||||
Children = new[] { new RimHitSymbolPiece() }
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -128,6 +128,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
circlePiece.KiaiMode = HitObject.Kiai;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
|
@ -22,7 +22,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
: base(hitObject)
|
||||
{
|
||||
Anchor = Anchor.CentreLeft;
|
||||
Origin = Anchor.Centre;
|
||||
Origin = Anchor.CentreLeft;
|
||||
|
||||
RelativePositionAxes = Axes.X;
|
||||
}
|
||||
|
@ -36,10 +36,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
accentColour = value;
|
||||
|
||||
innerBackground.Colour = AccentColour;
|
||||
|
||||
triangles.ColourLight = AccentColour;
|
||||
triangles.ColourDark = AccentColour.Darken(0.1f);
|
||||
background.Colour = AccentColour;
|
||||
|
||||
resetEdgeEffects();
|
||||
}
|
||||
@ -69,10 +66,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
protected override Container<Framework.Graphics.Drawable> Content => SymbolContainer;
|
||||
protected readonly Container SymbolContainer;
|
||||
|
||||
private readonly Container background;
|
||||
private readonly Container innerLayer;
|
||||
private readonly Container innerCircleContainer;
|
||||
private readonly Box innerBackground;
|
||||
private readonly Triangles triangles;
|
||||
|
||||
public CirclePiece()
|
||||
{
|
||||
@ -88,26 +83,28 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
innerCircleContainer = new CircularContainer
|
||||
background = new CircularContainer
|
||||
{
|
||||
Name = "Inner Circle",
|
||||
Name = "Background",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
innerBackground = new Box
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
triangles = new Triangles
|
||||
new Triangles
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
ColourLight = Color4.White,
|
||||
ColourDark = Color4.White.Darken(0.1f)
|
||||
}
|
||||
}
|
||||
},
|
||||
@ -150,7 +147,7 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
|
||||
private void resetEdgeEffects()
|
||||
{
|
||||
innerCircleContainer.EdgeEffect = new EdgeEffect
|
||||
background.EdgeEffect = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Glow,
|
||||
Colour = AccentColour,
|
||||
|
@ -30,13 +30,13 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
/// <summary>
|
||||
/// Velocity of the drum roll in positional length units per millisecond.
|
||||
/// </summary>
|
||||
public double Velocity { get; protected set; }
|
||||
public double Velocity { get; protected set; } = 5;
|
||||
|
||||
/// <summary>
|
||||
/// The distance between ticks of this drumroll.
|
||||
/// <para>Half of this value is the hit window of the ticks.</para>
|
||||
/// </summary>
|
||||
public double TickTimeDistance { get; protected set; }
|
||||
public double TickTimeDistance { get; protected set; } = 100;
|
||||
|
||||
/// <summary>
|
||||
/// Number of drum roll ticks required for a "Good" hit.
|
||||
@ -93,6 +93,7 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
PreEmpt = PreEmpt,
|
||||
TickTimeDistance = TickTimeDistance,
|
||||
StartTime = t,
|
||||
IsStrong = IsStrong,
|
||||
Sample = new HitSampleInfo
|
||||
{
|
||||
Type = SampleType.None,
|
||||
|
@ -1,9 +1,6 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Game.Database;
|
||||
using osu.Game.Modes.Objects.Types;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
@ -17,14 +14,6 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
/// <summary>
|
||||
/// The number of hits required to complete the swell successfully.
|
||||
/// </summary>
|
||||
public int RequiredHits { get; protected set; } = 10;
|
||||
|
||||
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
double spinnerRotationRatio = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 3, 5, 7.5);
|
||||
RequiredHits = (int)Math.Max(1, Duration / 1000f * spinnerRotationRatio);
|
||||
}
|
||||
public int RequiredHits = 10;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user