osukey/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableTaikoHitObject.cs

101 lines
3.5 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using OpenTK;
using System.Linq;
using osu.Game.Audio;
using System.Collections.Generic;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public abstract class DrawableTaikoHitObject : DrawableHitObject<TaikoHitObject>, IKeyBindingHandler<TaikoAction>
{
protected readonly Container Content;
public readonly Container ProxiedContent;
private readonly Container nonProxiedContent;
protected DrawableTaikoHitObject(TaikoHitObject hitObject)
: base(hitObject)
{
InternalChildren = new[]
{
nonProxiedContent = new Container
{
RelativeSizeAxes = Axes.Both,
Child = Content = new Container { RelativeSizeAxes = Axes.Both }
},
ProxiedContent = new Container { RelativeSizeAxes = Axes.Both }
};
}
/// <summary>
/// <see cref="ProxiedContent"/> is proxied into an upper layer. We don't want to get masked away otherwise <see cref="ProxiedContent"/> would too.
/// </summary>
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
/// <summary>
/// Moves <see cref="Content"/> to a layer proxied above the playfield.
/// </summary>
protected void ProxyContent()
{
nonProxiedContent.Remove(Content);
ProxiedContent.Remove(Content);
ProxiedContent.Add(Content);
}
/// <summary>
/// Moves <see cref="Content"/> to the normal hitobject layer.
/// </summary>
protected void UnproxyContent()
{
ProxiedContent.Remove(Content);
nonProxiedContent.Remove(Content);
nonProxiedContent.Add(Content);
}
public abstract bool OnPressed(TaikoAction action);
public virtual bool OnReleased(TaikoAction action) => false;
}
public abstract class DrawableTaikoHitObject<TaikoHitType> : DrawableTaikoHitObject
where TaikoHitType : TaikoHitObject
{
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
protected readonly Vector2 BaseSize;
protected readonly TaikoPiece MainPiece;
public new TaikoHitType HitObject;
protected DrawableTaikoHitObject(TaikoHitType hitObject)
: base(hitObject)
{
HitObject = hitObject;
Anchor = Anchor.CentreLeft;
Origin = Anchor.Custom;
RelativeSizeAxes = Axes.Both;
Size = BaseSize = new Vector2(HitObject.IsStrong ? TaikoHitObject.DEFAULT_STRONG_SIZE : TaikoHitObject.DEFAULT_SIZE);
Content.Add(MainPiece = CreateMainPiece());
MainPiece.KiaiMode = HitObject.Kiai;
}
// Normal and clap samples are handled by the drum
protected override IEnumerable<SampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != SampleInfo.HIT_NORMAL && s.Name != SampleInfo.HIT_CLAP);
protected override string SampleNamespace => "Taiko";
protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
}
}