mirror of
https://github.com/osukey/osukey.git
synced 2025-08-03 14:46:38 +09:00
Merge remote-tracking branch 'origin/master' into taiko_barlines
Conflicts: osu.Desktop.VisualTests/Tests/TestCaseTaikoPlayfield.cs osu.Game.Modes.Taiko/UI/TaikoHitRenderer.cs osu.Game.Modes.Taiko/UI/TaikoPlayfield.cs osu.Game.Modes.Taiko/osu.Game.Modes.Taiko.csproj
This commit is contained in:
9
osu.Game.Modes.Taiko/Objects/CentreHit.cs
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9
osu.Game.Modes.Taiko/Objects/CentreHit.cs
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@ -0,0 +1,9 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class CentreHit : Hit
|
||||
{
|
||||
}
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||||
}
|
35
osu.Game.Modes.Taiko/Objects/Drawable/DrawableCentreHit.cs
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35
osu.Game.Modes.Taiko/Objects/Drawable/DrawableCentreHit.cs
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@ -0,0 +1,35 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
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||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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||||
|
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namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableCentreHit : DrawableHit
|
||||
{
|
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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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||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.PinkDarker;
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||||
}
|
||||
}
|
||||
}
|
57
osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRoll.cs
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57
osu.Game.Modes.Taiko/Objects/Drawable/DrawableDrumRoll.cs
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@ -0,0 +1,57 @@
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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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|
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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 System.Linq;
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|
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namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
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public class DrawableDrumRoll : DrawableTaikoHitObject
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{
|
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private readonly DrumRoll drumRoll;
|
||||
|
||||
public DrawableDrumRoll(DrumRoll drumRoll)
|
||||
: base(drumRoll)
|
||||
{
|
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this.drumRoll = drumRoll;
|
||||
|
||||
int tickIndex = 0;
|
||||
foreach (var tick in drumRoll.Ticks)
|
||||
{
|
||||
var newTick = new DrawableDrumRollTick(tick)
|
||||
{
|
||||
Depth = tickIndex,
|
||||
X = (float)((tick.StartTime - HitObject.StartTime) / drumRoll.Duration)
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||||
};
|
||||
|
||||
AddNested(newTick);
|
||||
|
||||
tickIndex++;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
{
|
||||
if (userTriggered)
|
||||
return;
|
||||
|
||||
if (Judgement.TimeOffset < 0)
|
||||
return;
|
||||
|
||||
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
|
||||
|
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if (countHit > drumRoll.RequiredGoodHits)
|
||||
{
|
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Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = countHit >= drumRoll.RequiredGreatHits ? TaikoHitResult.Great : TaikoHitResult.Good;
|
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}
|
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else
|
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Judgement.Result = HitResult.Miss;
|
||||
}
|
||||
}
|
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}
|
@ -0,0 +1,53 @@
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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
|
||||
|
||||
using OpenTK.Input;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using System;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableDrumRollTick : DrawableTaikoHitObject
|
||||
{
|
||||
private readonly DrumRollTick tick;
|
||||
|
||||
public DrawableDrumRollTick(DrumRollTick tick)
|
||||
: base(tick)
|
||||
{
|
||||
this.tick = tick;
|
||||
}
|
||||
|
||||
protected override TaikoJudgement CreateJudgement() => new TaikoDrumRollTickJudgement();
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
{
|
||||
if (!userTriggered)
|
||||
{
|
||||
if (Judgement.TimeOffset > tick.HitWindow)
|
||||
Judgement.Result = HitResult.Miss;
|
||||
return;
|
||||
}
|
||||
|
||||
if (Math.Abs(Judgement.TimeOffset) < tick.HitWindow)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = TaikoHitResult.Great;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void UpdateScrollPosition(double time)
|
||||
{
|
||||
// Drum roll ticks shouldn't move
|
||||
}
|
||||
|
||||
protected override bool HandleKeyPress(Key key)
|
||||
{
|
||||
return Judgement.Result == HitResult.None && UpdateJudgement(true);
|
||||
}
|
||||
}
|
||||
}
|
104
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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104
osu.Game.Modes.Taiko/Objects/Drawable/DrawableHit.cs
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@ -0,0 +1,104 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public abstract class DrawableHit : DrawableTaikoHitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// A list of keys which can result in hits for this HitObject.
|
||||
/// </summary>
|
||||
protected abstract Key[] HitKeys { get; }
|
||||
|
||||
protected override Container<Framework.Graphics.Drawable> Content => bodyContainer;
|
||||
|
||||
private readonly Hit hit;
|
||||
|
||||
/// <summary>
|
||||
/// Whether the last key pressed is a valid hit key.
|
||||
/// </summary>
|
||||
private bool validKeyPressed;
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
|
||||
protected DrawableHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
this.hit = hit;
|
||||
|
||||
AddInternal(bodyContainer = new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
});
|
||||
}
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
{
|
||||
if (!userTriggered)
|
||||
{
|
||||
if (Judgement.TimeOffset > hit.HitWindowGood)
|
||||
Judgement.Result = HitResult.Miss;
|
||||
return;
|
||||
}
|
||||
|
||||
double hitOffset = Math.Abs(Judgement.TimeOffset);
|
||||
|
||||
if (hitOffset > hit.HitWindowMiss)
|
||||
return;
|
||||
|
||||
if (!validKeyPressed)
|
||||
Judgement.Result = HitResult.Miss;
|
||||
else if (hitOffset < hit.HitWindowGood)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = hitOffset < hit.HitWindowGreat ? TaikoHitResult.Great : TaikoHitResult.Good;
|
||||
}
|
||||
else
|
||||
Judgement.Result = HitResult.Miss;
|
||||
}
|
||||
|
||||
protected override bool HandleKeyPress(Key key)
|
||||
{
|
||||
if (Judgement.Result != HitResult.None)
|
||||
return false;
|
||||
|
||||
validKeyPressed = HitKeys.Contains(key);
|
||||
|
||||
return UpdateJudgement(true);
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
Delay(HitObject.StartTime - Time.Current + Judgement.TimeOffset, true);
|
||||
|
||||
switch (State)
|
||||
{
|
||||
case ArmedState.Idle:
|
||||
Delay(hit.HitWindowMiss);
|
||||
break;
|
||||
case ArmedState.Miss:
|
||||
FadeOut(100);
|
||||
break;
|
||||
case ArmedState.Hit:
|
||||
bodyContainer.ScaleTo(0.8f, 400, EasingTypes.OutQuad);
|
||||
bodyContainer.MoveToY(-200, 250, EasingTypes.Out);
|
||||
bodyContainer.Delay(250);
|
||||
bodyContainer.MoveToY(0, 500, EasingTypes.In);
|
||||
|
||||
FadeOut(600);
|
||||
break;
|
||||
}
|
||||
|
||||
Expire();
|
||||
}
|
||||
}
|
||||
}
|
35
osu.Game.Modes.Taiko/Objects/Drawable/DrawableRimHit.cs
Normal file
35
osu.Game.Modes.Taiko/Objects/Drawable/DrawableRimHit.cs
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@ -0,0 +1,35 @@
|
||||
// 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.Framework.Allocation;
|
||||
using osu.Game.Graphics;
|
||||
using OpenTK.Input;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableRimHit : DrawableHit
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.D, Key.K };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableRimHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new CirclePiece
|
||||
{
|
||||
Children = new[]
|
||||
{
|
||||
new RimHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.BlueDarker;
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,35 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableStrongCentreHit : DrawableStrongHit
|
||||
{
|
||||
protected override Key[] HitKeys { get; } = { Key.F, Key.J };
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
public DrawableStrongCentreHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
Add(circlePiece = new StrongCirclePiece
|
||||
{
|
||||
Children = new []
|
||||
{
|
||||
new CentreHitSymbolPiece()
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.PinkDarker;
|
||||
}
|
||||
}
|
||||
}
|
89
osu.Game.Modes.Taiko/Objects/Drawable/DrawableStrongHit.cs
Normal file
89
osu.Game.Modes.Taiko/Objects/Drawable/DrawableStrongHit.cs
Normal file
@ -0,0 +1,89 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Input;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public abstract class DrawableStrongHit : DrawableHit
|
||||
{
|
||||
/// <summary>
|
||||
/// The lenience for the second key press.
|
||||
/// This does not adjust by map difficulty in ScoreV2 yet.
|
||||
/// </summary>
|
||||
private const double second_hit_window = 30;
|
||||
|
||||
private double firstHitTime;
|
||||
private bool firstKeyHeld;
|
||||
private Key firstHitKey;
|
||||
|
||||
protected DrawableStrongHit(Hit hit)
|
||||
: base(hit)
|
||||
{
|
||||
}
|
||||
|
||||
protected override TaikoJudgement CreateJudgement() => new TaikoStrongHitJudgement();
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
{
|
||||
if (Judgement.Result == HitResult.None)
|
||||
{
|
||||
base.CheckJudgement(userTriggered);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!userTriggered)
|
||||
return;
|
||||
|
||||
// If we get here, we're assured that the key pressed is the correct secondary key
|
||||
|
||||
if (Math.Abs(firstHitTime - Time.Current) < second_hit_window)
|
||||
Judgement.SecondHit = true;
|
||||
}
|
||||
|
||||
protected override bool HandleKeyPress(Key key)
|
||||
{
|
||||
// Check if we've handled the first key
|
||||
if (Judgement.Result == HitResult.None)
|
||||
{
|
||||
// First key hasn't been handled yet, attempt to handle it
|
||||
bool handled = base.HandleKeyPress(key);
|
||||
|
||||
if (handled)
|
||||
{
|
||||
firstHitTime = Time.Current;
|
||||
firstHitKey = key;
|
||||
}
|
||||
|
||||
return handled;
|
||||
}
|
||||
|
||||
// If we've already hit the second key, don't handle this object any further
|
||||
if (Judgement.SecondHit)
|
||||
return false;
|
||||
|
||||
// Don't handle represses of the first key
|
||||
if (firstHitKey == key)
|
||||
return false;
|
||||
|
||||
// Don't handle invalid hit key presses
|
||||
if (!HitKeys.Contains(key))
|
||||
return false;
|
||||
|
||||
// Assume the intention was to hit the strong hit with both keys only if the first key is still being held down
|
||||
return firstKeyHeld && UpdateJudgement(true);
|
||||
}
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
firstKeyHeld = state.Keyboard.Keys.Contains(firstHitKey);
|
||||
|
||||
return base.OnKeyDown(state, args);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,35 @@
|
||||
// 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.Framework.Allocation;
|
||||
using osu.Game.Graphics;
|
||||
using OpenTK.Input;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableStrongRimHit : DrawableStrongHit
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
242
osu.Game.Modes.Taiko/Objects/Drawable/DrawableSwell.cs
Normal file
242
osu.Game.Modes.Taiko/Objects/Drawable/DrawableSwell.cs
Normal file
@ -0,0 +1,242 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
using OpenTK.Input;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using osu.Game.Modes.Taiko.Objects.Drawable.Pieces;
|
||||
using System;
|
||||
using System.Linq;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public class DrawableSwell : DrawableTaikoHitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Invoked when the swell has reached the hit target, i.e. when CurrentTime >= StartTime.
|
||||
/// This is only ever invoked once.
|
||||
/// </summary>
|
||||
public event Action OnStart;
|
||||
|
||||
private const float target_ring_thick_border = 1.4f;
|
||||
private const float target_ring_thin_border = 1f;
|
||||
private const float target_ring_scale = 5f;
|
||||
private const float inner_ring_alpha = 0.65f;
|
||||
|
||||
private readonly Swell swell;
|
||||
|
||||
private readonly Container bodyContainer;
|
||||
private readonly CircularContainer targetRing;
|
||||
private readonly CircularContainer expandingRing;
|
||||
|
||||
private readonly CirclePiece circlePiece;
|
||||
|
||||
private readonly Key[] rimKeys = { Key.D, Key.K };
|
||||
private readonly Key[] centreKeys = { Key.F, Key.J };
|
||||
private Key[] lastKeySet;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of times the user has hit this swell.
|
||||
/// </summary>
|
||||
private int userHits;
|
||||
|
||||
private bool hasStarted;
|
||||
private readonly SwellSymbolPiece symbol;
|
||||
|
||||
public DrawableSwell(Swell swell)
|
||||
: base(swell)
|
||||
{
|
||||
this.swell = swell;
|
||||
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
bodyContainer = new Container
|
||||
{
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
expandingRing = new CircularContainer
|
||||
{
|
||||
Name = "Expanding ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Alpha = 0,
|
||||
Size = new Vector2(TaikoHitObject.CIRCLE_RADIUS * 2),
|
||||
BlendingMode = BlendingMode.Additive,
|
||||
Masking = true,
|
||||
Children = new []
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = inner_ring_alpha,
|
||||
}
|
||||
}
|
||||
},
|
||||
targetRing = new CircularContainer
|
||||
{
|
||||
Name = "Target ring (thick border)",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Size = new Vector2(TaikoHitObject.CIRCLE_RADIUS * 2),
|
||||
Masking = true,
|
||||
BorderThickness = target_ring_thick_border,
|
||||
BlendingMode = BlendingMode.Additive,
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Target ring (thin border)",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
BorderThickness = target_ring_thin_border,
|
||||
BorderColour = Color4.White,
|
||||
Children = new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
circlePiece = new CirclePiece
|
||||
{
|
||||
Children = new []
|
||||
{
|
||||
symbol = new SwellSymbolPiece()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(OsuColour colours)
|
||||
{
|
||||
circlePiece.AccentColour = colours.YellowDark;
|
||||
expandingRing.Colour = colours.YellowLight;
|
||||
targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
|
||||
}
|
||||
|
||||
protected override void CheckJudgement(bool userTriggered)
|
||||
{
|
||||
if (userTriggered)
|
||||
{
|
||||
userHits++;
|
||||
|
||||
var completion = (float)userHits / swell.RequiredHits;
|
||||
|
||||
expandingRing.FadeTo(expandingRing.Alpha + MathHelper.Clamp(completion / 16, 0.1f, 0.6f), 50);
|
||||
expandingRing.Delay(50);
|
||||
expandingRing.FadeTo(completion / 8, 2000, EasingTypes.OutQuint);
|
||||
expandingRing.DelayReset();
|
||||
|
||||
symbol.RotateTo((float)(completion * swell.Duration / 8), 4000, EasingTypes.OutQuint);
|
||||
|
||||
expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, EasingTypes.OutQuint);
|
||||
|
||||
if (userHits == swell.RequiredHits)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = TaikoHitResult.Great;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (Judgement.TimeOffset < 0)
|
||||
return;
|
||||
|
||||
//TODO: THIS IS SHIT AND CAN'T EXIST POST-TAIKO WORLD CUP
|
||||
if (userHits > swell.RequiredHits / 2)
|
||||
{
|
||||
Judgement.Result = HitResult.Hit;
|
||||
Judgement.TaikoResult = TaikoHitResult.Good;
|
||||
}
|
||||
else
|
||||
Judgement.Result = HitResult.Miss;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateState(ArmedState state)
|
||||
{
|
||||
const float preempt = 100;
|
||||
|
||||
Delay(HitObject.StartTime - Time.Current - preempt, true);
|
||||
|
||||
targetRing.ScaleTo(target_ring_scale, preempt * 4, EasingTypes.OutQuint);
|
||||
|
||||
Delay(preempt, true);
|
||||
|
||||
Delay(Judgement.TimeOffset + swell.Duration, true);
|
||||
|
||||
const float out_transition_time = 300;
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case ArmedState.Hit:
|
||||
bodyContainer.ScaleTo(1.4f, out_transition_time);
|
||||
break;
|
||||
}
|
||||
|
||||
FadeOut(out_transition_time, EasingTypes.Out);
|
||||
|
||||
Expire();
|
||||
}
|
||||
|
||||
protected override void UpdateScrollPosition(double time)
|
||||
{
|
||||
// Make the swell stop at the hit target
|
||||
double t = Math.Min(HitObject.StartTime, time);
|
||||
|
||||
if (t == HitObject.StartTime && !hasStarted)
|
||||
{
|
||||
OnStart?.Invoke();
|
||||
hasStarted = true;
|
||||
}
|
||||
|
||||
base.UpdateScrollPosition(t);
|
||||
}
|
||||
|
||||
protected override bool HandleKeyPress(Key key)
|
||||
{
|
||||
if (Judgement.Result != HitResult.None)
|
||||
return false;
|
||||
|
||||
// Don't handle keys before the swell starts
|
||||
if (Time.Current < HitObject.StartTime)
|
||||
return false;
|
||||
|
||||
// Find the keyset which this key corresponds to
|
||||
var keySet = rimKeys.Contains(key) ? rimKeys : centreKeys;
|
||||
|
||||
// Ensure alternating keysets
|
||||
if (keySet == lastKeySet)
|
||||
return false;
|
||||
lastKeySet = keySet;
|
||||
|
||||
UpdateJudgement(true);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,39 +0,0 @@
|
||||
// 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.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Framework.Graphics.Transforms;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
internal class DrawableTaikoHit : Sprite
|
||||
{
|
||||
private TaikoHitObject h;
|
||||
|
||||
public DrawableTaikoHit(TaikoHitObject h)
|
||||
{
|
||||
this.h = h;
|
||||
|
||||
Origin = Anchor.Centre;
|
||||
Scale = new Vector2(0.2f);
|
||||
RelativePositionAxes = Axes.Both;
|
||||
Position = new Vector2(1.1f, 0.5f);
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(TextureStore textures)
|
||||
{
|
||||
Texture = textures.Get(@"Menu/logo");
|
||||
|
||||
double duration = 0;
|
||||
|
||||
Transforms.Add(new TransformPositionX { StartTime = h.StartTime - 200, EndTime = h.StartTime, StartValue = 1.1f, EndValue = 0.1f });
|
||||
Transforms.Add(new TransformAlpha { StartTime = h.StartTime + duration + 200, EndTime = h.StartTime + duration + 400, StartValue = 1, EndValue = 0 });
|
||||
Expire(true);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,70 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK.Input;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Modes.Objects.Drawables;
|
||||
using osu.Game.Modes.Taiko.Judgements;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Input;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable
|
||||
{
|
||||
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject, TaikoJudgement>
|
||||
{
|
||||
/// <summary>
|
||||
/// A list of keys which this hit object will accept. These are the standard Taiko keys for now.
|
||||
/// These should be moved to bindings later.
|
||||
/// </summary>
|
||||
private readonly List<Key> validKeys = new List<Key>(new[] { Key.D, Key.F, Key.J, Key.K });
|
||||
|
||||
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
Anchor = Anchor.CentreLeft;
|
||||
Origin = Anchor.Centre;
|
||||
|
||||
RelativePositionAxes = Axes.X;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
LifetimeStart = HitObject.StartTime - HitObject.PreEmpt * 2;
|
||||
|
||||
base.LoadComplete();
|
||||
}
|
||||
|
||||
protected override TaikoJudgement CreateJudgement() => new TaikoJudgement();
|
||||
|
||||
/// <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 override void Update()
|
||||
{
|
||||
UpdateScrollPosition(Time.Current);
|
||||
}
|
||||
|
||||
protected virtual bool HandleKeyPress(Key key) => false;
|
||||
|
||||
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
|
||||
{
|
||||
// Make sure we don't handle held-down keys
|
||||
if (args.Repeat)
|
||||
return false;
|
||||
|
||||
// Check if we've pressed a valid taiko key
|
||||
if (!validKeys.Contains(args.Key))
|
||||
return false;
|
||||
|
||||
// Handle it!
|
||||
return HandleKeyPress(args.Key);
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,31 @@
|
||||
// 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.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// The symbol used for centre hit pieces.
|
||||
/// </summary>
|
||||
public class CentreHitSymbolPiece : CircularContainer
|
||||
{
|
||||
public CentreHitSymbolPiece()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
Size = new Vector2(CirclePiece.SYMBOL_INNER_SIZE);
|
||||
Masking = true;
|
||||
Children = new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
161
osu.Game.Modes.Taiko/Objects/Drawable/Pieces/CirclePiece.cs
Normal file
161
osu.Game.Modes.Taiko/Objects/Drawable/Pieces/CirclePiece.cs
Normal file
@ -0,0 +1,161 @@
|
||||
// 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.Framework.Extensions.Color4Extensions;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Graphics.Backgrounds;
|
||||
using OpenTK.Graphics;
|
||||
using System;
|
||||
using osu.Game.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
|
||||
/// <para>
|
||||
/// The body of this piece will overshoot its parent by <see cref="CirclePiece.Height"/> to form
|
||||
/// a rounded (_[-Width-]_) figure such that a regular "circle" is the result of a parent with Width = 0.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class CirclePiece : Container, IHasAccentColour
|
||||
{
|
||||
public const float SYMBOL_SIZE = TaikoHitObject.CIRCLE_RADIUS * 2f * 0.45f;
|
||||
public const float SYMBOL_BORDER = 8;
|
||||
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
|
||||
|
||||
private Color4 accentColour;
|
||||
/// <summary>
|
||||
/// The colour of the inner circle and outer glows.
|
||||
/// </summary>
|
||||
public Color4 AccentColour
|
||||
{
|
||||
get { return accentColour; }
|
||||
set
|
||||
{
|
||||
accentColour = value;
|
||||
|
||||
innerBackground.Colour = AccentColour;
|
||||
|
||||
triangles.ColourLight = AccentColour;
|
||||
triangles.ColourDark = AccentColour.Darken(0.1f);
|
||||
|
||||
resetEdgeEffects();
|
||||
}
|
||||
}
|
||||
|
||||
private bool kiaiMode;
|
||||
/// <summary>
|
||||
/// Whether Kiai mode effects are enabled for this circle piece.
|
||||
/// </summary>
|
||||
public bool KiaiMode
|
||||
{
|
||||
get { return kiaiMode; }
|
||||
set
|
||||
{
|
||||
kiaiMode = value;
|
||||
|
||||
resetEdgeEffects();
|
||||
}
|
||||
}
|
||||
|
||||
public override Anchor Origin
|
||||
{
|
||||
get { return Anchor.CentreLeft; }
|
||||
set { throw new InvalidOperationException($"{nameof(CirclePiece)} must always use CentreLeft origin."); }
|
||||
}
|
||||
|
||||
protected override Container<Framework.Graphics.Drawable> Content => SymbolContainer;
|
||||
protected readonly Container SymbolContainer;
|
||||
|
||||
private readonly Container innerLayer;
|
||||
private readonly Container innerCircleContainer;
|
||||
private readonly Box innerBackground;
|
||||
private readonly Triangles triangles;
|
||||
|
||||
public CirclePiece()
|
||||
{
|
||||
RelativeSizeAxes = Axes.X;
|
||||
Height = TaikoHitObject.CIRCLE_RADIUS * 2;
|
||||
|
||||
// The "inner layer" is the body of the CirclePiece that overshoots it by Height/2 px on both sides
|
||||
AddInternal(innerLayer = new Container
|
||||
{
|
||||
Name = "Inner Layer",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
innerCircleContainer = new CircularContainer
|
||||
{
|
||||
Name = "Inner Circle",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
Children = new Framework.Graphics.Drawable[]
|
||||
{
|
||||
innerBackground = new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
triangles = new Triangles
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
}
|
||||
}
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
Name = "Ring",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
BorderThickness = 8,
|
||||
BorderColour = Color4.White,
|
||||
Masking = true,
|
||||
Children = new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
}
|
||||
},
|
||||
SymbolContainer = new Container
|
||||
{
|
||||
Name = "Symbol",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
// Add the overshoot to compensate for corner radius
|
||||
innerLayer.Width = DrawWidth + DrawHeight;
|
||||
}
|
||||
|
||||
private void resetEdgeEffects()
|
||||
{
|
||||
innerCircleContainer.EdgeEffect = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Glow,
|
||||
Colour = AccentColour,
|
||||
Radius = KiaiMode ? 50 : 8
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,36 @@
|
||||
// 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.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// The symbol used for rim hit pieces.
|
||||
/// </summary>
|
||||
public class RimHitSymbolPiece : CircularContainer
|
||||
{
|
||||
public RimHitSymbolPiece()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
Size = new Vector2(CirclePiece.SYMBOL_SIZE);
|
||||
BorderThickness = CirclePiece.SYMBOL_BORDER;
|
||||
BorderColour = Color4.White;
|
||||
Masking = true;
|
||||
Children = new[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Alpha = 0,
|
||||
AlwaysPresent = true
|
||||
}
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
@ -0,0 +1,25 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using OpenTK;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// A type of circle piece which is drawn at a higher scale to represent a "strong" piece.
|
||||
/// </summary>
|
||||
public class StrongCirclePiece : CirclePiece
|
||||
{
|
||||
/// <summary>
|
||||
/// The amount to scale up the base circle to show it as a "strong" piece.
|
||||
/// </summary>
|
||||
private const float strong_scale = 1.5f;
|
||||
|
||||
public StrongCirclePiece()
|
||||
{
|
||||
SymbolContainer.Scale = new Vector2(strong_scale);
|
||||
}
|
||||
|
||||
public override Vector2 Size => new Vector2(base.Size.X, base.Size.Y * strong_scale);
|
||||
}
|
||||
}
|
@ -0,0 +1,24 @@
|
||||
// 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.Graphics;
|
||||
using osu.Framework.Graphics;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
|
||||
{
|
||||
/// <summary>
|
||||
/// The symbol used for swell pieces.
|
||||
/// </summary>
|
||||
public class SwellSymbolPiece : TextAwesome
|
||||
{
|
||||
public SwellSymbolPiece()
|
||||
{
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
UseFullGlyphHeight = true;
|
||||
TextSize = CirclePiece.SYMBOL_INNER_SIZE;
|
||||
Icon = FontAwesome.fa_asterisk;
|
||||
Shadow = false;
|
||||
}
|
||||
}
|
||||
}
|
104
osu.Game.Modes.Taiko/Objects/DrumRoll.cs
Normal file
104
osu.Game.Modes.Taiko/Objects/DrumRoll.cs
Normal file
@ -0,0 +1,104 @@
|
||||
// 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.Beatmaps.Samples;
|
||||
using osu.Game.Modes.Objects.Types;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Game.Beatmaps.Timing;
|
||||
using osu.Game.Database;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class DrumRoll : TaikoHitObject, IHasDistance
|
||||
{
|
||||
public double EndTime => StartTime + Distance / Velocity;
|
||||
|
||||
public double Duration => EndTime - StartTime;
|
||||
|
||||
/// <summary>
|
||||
/// Raw length of the drum roll in positional length units.
|
||||
/// </summary>
|
||||
public double Distance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Velocity of the drum roll in positional length units per millisecond.
|
||||
/// </summary>
|
||||
public double Velocity { get; protected set; }
|
||||
|
||||
/// <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; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of drum roll ticks required for a "Good" hit.
|
||||
/// </summary>
|
||||
public double RequiredGoodHits { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Number of drum roll ticks required for a "Great" hit.
|
||||
/// </summary>
|
||||
public double RequiredGreatHits { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// Total number of drum roll ticks.
|
||||
/// </summary>
|
||||
public int TotalTicks => Ticks.Count();
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the drum roll ticks if not initialized and returns them.
|
||||
/// </summary>
|
||||
public IEnumerable<DrumRollTick> Ticks => ticks ?? (ticks = createTicks());
|
||||
|
||||
private List<DrumRollTick> ticks;
|
||||
|
||||
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
Velocity = timing.SliderVelocityAt(StartTime) * difficulty.SliderMultiplier / 1000;
|
||||
TickTimeDistance = timing.BeatLengthAt(StartTime);
|
||||
|
||||
//TODO: move this to legacy conversion code to allow for direct division without special case.
|
||||
if (difficulty.SliderTickRate == 3)
|
||||
TickTimeDistance /= 3;
|
||||
else
|
||||
TickTimeDistance /= 4;
|
||||
|
||||
RequiredGoodHits = TotalTicks * Math.Min(0.15, 0.05 + 0.10 / 6 * difficulty.OverallDifficulty);
|
||||
RequiredGreatHits = TotalTicks * Math.Min(0.30, 0.10 + 0.20 / 6 * difficulty.OverallDifficulty);
|
||||
}
|
||||
|
||||
private List<DrumRollTick> createTicks()
|
||||
{
|
||||
var ret = new List<DrumRollTick>();
|
||||
|
||||
if (TickTimeDistance == 0)
|
||||
return ret;
|
||||
|
||||
bool first = true;
|
||||
for (double t = StartTime; t < EndTime + (int)TickTimeDistance; t += TickTimeDistance)
|
||||
{
|
||||
ret.Add(new DrumRollTick
|
||||
{
|
||||
FirstTick = first,
|
||||
PreEmpt = PreEmpt,
|
||||
TickTimeDistance = TickTimeDistance,
|
||||
StartTime = t,
|
||||
Sample = new HitSampleInfo
|
||||
{
|
||||
Type = SampleType.None,
|
||||
Set = SampleSet.Soft
|
||||
}
|
||||
});
|
||||
|
||||
first = false;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
24
osu.Game.Modes.Taiko/Objects/DrumRollTick.cs
Normal file
24
osu.Game.Modes.Taiko/Objects/DrumRollTick.cs
Normal file
@ -0,0 +1,24 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class DrumRollTick : TaikoHitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// Whether this is the first (initial) tick of the slider.
|
||||
/// </summary>
|
||||
public bool FirstTick;
|
||||
|
||||
/// <summary>
|
||||
/// The distance between this tick and the next in milliseconds.
|
||||
/// <para>Half of this value is the hit window of the tick.</para>
|
||||
/// </summary>
|
||||
public double TickTimeDistance;
|
||||
|
||||
/// <summary>
|
||||
/// The time allowed to hit this tick.
|
||||
/// </summary>
|
||||
public double HitWindow => TickTimeDistance / 2;
|
||||
}
|
||||
}
|
35
osu.Game.Modes.Taiko/Objects/Hit.cs
Normal file
35
osu.Game.Modes.Taiko/Objects/Hit.cs
Normal file
@ -0,0 +1,35 @@
|
||||
// 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.Beatmaps.Timing;
|
||||
using osu.Game.Database;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class Hit : TaikoHitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// The hit window that results in a "GREAT" hit.
|
||||
/// </summary>
|
||||
public double HitWindowGreat = 35;
|
||||
|
||||
/// <summary>
|
||||
/// The hit window that results in a "GOOD" hit.
|
||||
/// </summary>
|
||||
public double HitWindowGood = 80;
|
||||
|
||||
/// <summary>
|
||||
/// The hit window that results in a "MISS".
|
||||
/// </summary>
|
||||
public double HitWindowMiss = 95;
|
||||
|
||||
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.ApplyDefaults(timing, difficulty);
|
||||
|
||||
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
|
||||
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
|
||||
HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
|
||||
}
|
||||
}
|
||||
}
|
9
osu.Game.Modes.Taiko/Objects/RimHit.cs
Normal file
9
osu.Game.Modes.Taiko/Objects/RimHit.cs
Normal file
@ -0,0 +1,9 @@
|
||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class RimHit : Hit
|
||||
{
|
||||
}
|
||||
}
|
30
osu.Game.Modes.Taiko/Objects/Swell.cs
Normal file
30
osu.Game.Modes.Taiko/Objects/Swell.cs
Normal file
@ -0,0 +1,30 @@
|
||||
// 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
|
||||
{
|
||||
public class Swell : TaikoHitObject, IHasEndTime
|
||||
{
|
||||
public double EndTime { get; set; }
|
||||
|
||||
public double Duration => EndTime - StartTime;
|
||||
|
||||
/// <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);
|
||||
}
|
||||
}
|
||||
}
|
@ -7,37 +7,28 @@ using osu.Game.Modes.Objects;
|
||||
|
||||
namespace osu.Game.Modes.Taiko.Objects
|
||||
{
|
||||
public class TaikoHitObject : HitObject
|
||||
public abstract class TaikoHitObject : HitObject
|
||||
{
|
||||
/// <summary>
|
||||
/// HitCircle radius.
|
||||
/// </summary>
|
||||
public const float CIRCLE_RADIUS = 64;
|
||||
|
||||
/// <summary>
|
||||
/// The hit window that results in a "GREAT" hit.
|
||||
/// </summary>
|
||||
public double HitWindowGreat = 35;
|
||||
|
||||
/// <summary>
|
||||
/// The hit window that results in a "GOOD" hit.
|
||||
/// </summary>
|
||||
public double HitWindowGood = 80;
|
||||
|
||||
/// <summary>
|
||||
/// The hit window that results in a "MISS".
|
||||
/// </summary>
|
||||
public double HitWindowMiss = 95;
|
||||
public const float CIRCLE_RADIUS = 42f;
|
||||
|
||||
/// <summary>
|
||||
/// The time to scroll in the HitObject.
|
||||
/// </summary>
|
||||
public double PreEmpt;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this HitObject is a "strong" type.
|
||||
/// Strong hit objects give more points for hitting the hit object with both keys.
|
||||
/// </summary>
|
||||
public bool IsStrong;
|
||||
|
||||
/// <summary>
|
||||
/// Whether this HitObject is in Kiai time.
|
||||
/// </summary>
|
||||
public bool Kiai;
|
||||
public bool Kiai { get; protected set; }
|
||||
|
||||
public override void ApplyDefaults(TimingInfo timing, BeatmapDifficulty difficulty)
|
||||
{
|
||||
@ -50,10 +41,6 @@ namespace osu.Game.Modes.Taiko.Objects
|
||||
|
||||
if (overridePoint != null)
|
||||
Kiai |= overridePoint.KiaiMode;
|
||||
|
||||
HitWindowGreat = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 50, 35, 20);
|
||||
HitWindowGood = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 120, 80, 50);
|
||||
HitWindowMiss = BeatmapDifficulty.DifficultyRange(difficulty.OverallDifficulty, 135, 95, 70);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user