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synced 2025-08-03 22:56:36 +09:00
Initial conversion of taiko to use ScrollingPlayfield.
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@ -5,13 +5,16 @@ using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using OpenTK;
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using osu.Game.Rulesets.Objects.Drawables;
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using System;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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/// <summary>
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/// A line that scrolls alongside hit objects in the playfield and visualises control points.
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/// </summary>
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public class DrawableBarLine : Container
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public class DrawableBarLine : DrawableTaikoHitObject<BarLine>
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{
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/// <summary>
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/// The width of the line tracker.
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@ -34,15 +37,11 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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protected readonly BarLine BarLine;
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public DrawableBarLine(BarLine barLine)
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: base(barLine)
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{
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BarLine = barLine;
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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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RelativeSizeAxes = Axes.Y;
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Width = tracker_width;
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Children = new[]
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@ -56,24 +55,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Alpha = 0.75f
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}
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};
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LifetimeStart = BarLine.StartTime - BarLine.ScrollTime * 2;
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LifetimeEnd = BarLine.StartTime + BarLine.ScrollTime;
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}
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protected override void LoadComplete()
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protected override TaikoPiece CreateMainPiece() => new TaikoPiece();
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protected override void UpdateState(ArmedState state)
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{
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base.LoadComplete();
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this.Delay(BarLine.StartTime - Time.Current).FadeOut(base_fadeout_time * BarLine.ScrollTime / 1000);
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}
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private void updateScrollPosition(double time) => this.MoveToX((float)((BarLine.StartTime - time) / BarLine.ScrollTime));
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protected override void Update()
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{
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base.Update();
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updateScrollPosition(Time.Current);
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}
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}
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}
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@ -11,6 +11,7 @@ using OpenTK;
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using OpenTK.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -34,27 +35,29 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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RelativeSizeAxes = Axes.Y;
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AutoSizeAxes = Axes.X;
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Width = (float)HitObject.Duration;
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Container<DrawableDrumRollTick> tickContainer;
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MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick>
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{
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RelativeSizeAxes = Axes.Both,
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RelativeChildOffset = new Vector2((float)HitObject.StartTime, 0),
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RelativeChildSize = new Vector2((float)HitObject.Duration, 1)
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});
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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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X = (float)((tick.StartTime - HitObject.StartTime) / HitObject.Duration)
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};
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var newTick = new DrawableDrumRollTick(tick) { X = (float)tick.StartTime };
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newTick.OnJudgement += onTickJudgement;
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AddNested(newTick);
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MainPiece.Add(newTick);
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tickContainer.Add(newTick);
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}
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement { SecondHit = HitObject.IsStrong };
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece
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{
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Length = (float)(HitObject.Duration / HitObject.ScrollTime),
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PlayfieldLengthReference = () => Parent.DrawSize.X
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};
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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@ -63,17 +66,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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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 = HitObject.EndTime + HitObject.ScrollTime;
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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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@ -47,11 +47,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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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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// Ticks don't move
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}
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protected override bool HandleKeyPress(Key key)
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{
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return Judgement.Result == HitResult.None && UpdateJudgement(true);
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@ -118,7 +118,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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});
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MainPiece.Add(symbol = new SwellSymbolPiece());
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}
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[BackgroundDependencyLoader]
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@ -189,20 +188,22 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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Expire();
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}
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protected override void UpdateScrollPosition(double time)
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protected override void Update()
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{
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// Make the swell stop at the hit target
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double t = Math.Min(HitObject.StartTime, time);
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base.Update();
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// Make the swell stop at the hit target
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X = (float)Math.Max(Time.Current, HitObject.StartTime);
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double t = Math.Min(HitObject.StartTime, Time.Current);
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if (t == HitObject.StartTime && !hasStarted)
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{
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OnStart?.Invoke();
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hasStarted = true;
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}
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base.UpdateScrollPosition(t);
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}
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protected override bool HandleKeyPress(Key key)
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{
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if (Judgement.Result != HitResult.None)
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@ -12,7 +12,7 @@ using OpenTK.Input;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableHitObject<TaikoHitObject, TaikoJudgement>
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public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableScrollingHitObject<TaikoHitObject, TaikoJudgement>
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where TaikoHitType : TaikoHitObject
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{
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/// <summary>
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@ -38,30 +38,14 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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RelativeSizeAxes = Axes.Both;
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Size = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
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RelativePositionAxes = Axes.X;
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Add(MainPiece = CreateMainPiece());
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MainPiece.KiaiMode = HitObject.Kiai;
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LifetimeStart = HitObject.StartTime - HitObject.ScrollTime * 2;
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}
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protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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/// <summary>
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/// Sets the scroll position of the DrawableHitObject relative to the offset between
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/// a time value and the HitObject's StartTime.
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/// </summary>
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/// <param name="time"></param>
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protected virtual void UpdateScrollPosition(double time) => X = (float)((HitObject.StartTime - time) / HitObject.ScrollTime);
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protected override void Update()
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{
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UpdateScrollPosition(Time.Current);
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}
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protected virtual bool HandleKeyPress(Key key) => false;
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protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
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@ -8,16 +8,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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{
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public class ElongatedCirclePiece : CirclePiece
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{
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/// <summary>
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/// As we are being used to define the absolute size of hits, we need to be given a relative reference of our containing playfield container.
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/// </summary>
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public Func<float> PlayfieldLengthReference;
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/// <summary>
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/// The length of this piece as a multiple of the value returned by <see cref="PlayfieldLengthReference"/>
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/// </summary>
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public float Length;
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public ElongatedCirclePiece()
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{
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RelativeSizeAxes = Axes.Y;
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@ -35,7 +25,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
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Right = padding,
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};
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Width = (PlayfieldLengthReference?.Invoke() ?? 0) * Length + DrawHeight;
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Width = Parent.DrawSize.X + DrawHeight;
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}
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}
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}
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@ -80,7 +80,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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ret.Add(new DrumRollTick
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{
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FirstTick = first,
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ScrollTime = ScrollTime,
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TickSpacing = tickSpacing,
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StartTime = t,
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IsStrong = IsStrong,
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@ -24,16 +24,6 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// </summary>
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public const float DEFAULT_STRONG_SIZE = DEFAULT_SIZE * STRONG_SCALE;
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/// <summary>
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/// The time taken from the initial (off-screen) spawn position to the centre of the hit target for a <see cref="TimingControlPoint.BeatLength"/> of 1000ms.
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/// </summary>
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private const double scroll_time = 6000;
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/// <summary>
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/// Our adjusted <see cref="scroll_time"/> taking into consideration local <see cref="TimingControlPoint.BeatLength"/> and other speed multipliers.
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/// </summary>
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public double ScrollTime;
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/// <summary>
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/// Whether this HitObject is a "strong" type.
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/// Strong hit objects give more points for hitting the hit object with both keys.
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@ -49,12 +39,8 @@ namespace osu.Game.Rulesets.Taiko.Objects
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{
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base.ApplyDefaults(controlPointInfo, difficulty);
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TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
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DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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EffectControlPoint effectPoint = controlPointInfo.EffectPointAt(StartTime);
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ScrollTime = scroll_time * (timingPoint.BeatLength * difficultyPoint.SpeedMultiplier / 1000) / difficulty.SliderMultiplier;
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Kiai |= effectPoint.KiaiMode;
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}
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}
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