osu/osu.Game.Rulesets.Taiko/UI/InputDrum.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using OpenTK;
using OpenTK.Input;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input;
using osu.Game.Graphics;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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/// <summary>
/// A component of the playfield that captures input and displays input as a drum.
/// </summary>
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internal class InputDrum : Container
{
public InputDrum()
{
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Size = new Vector2(TaikoPlayfield.DEFAULT_PLAYFIELD_HEIGHT);
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const float middle_split = 10;
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Children = new Drawable[]
{
new TaikoHalfDrum(false)
{
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Name = "Left Half",
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Anchor = Anchor.Centre,
Origin = Anchor.CentreRight,
RelativeSizeAxes = Axes.Both,
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X = -middle_split / 2,
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RimKey = Key.D,
CentreKey = Key.F
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},
new TaikoHalfDrum(true)
{
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Name = "Right Half",
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Anchor = Anchor.Centre,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
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X = middle_split / 2,
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Position = new Vector2(-1f, 0),
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RimKey = Key.K,
CentreKey = Key.J
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}
};
}
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/// <summary>
/// A half-drum. Contains one centre and one rim hit.
/// </summary>
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private class TaikoHalfDrum : Container
{
/// <summary>
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/// The key to be used for the rim of the half-drum.
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/// </summary>
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public Key RimKey;
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/// <summary>
/// The key to be used for the centre of the half-drum.
/// </summary>
public Key CentreKey;
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private readonly Sprite rim;
private readonly Sprite rimHit;
private readonly Sprite centre;
private readonly Sprite centreHit;
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public TaikoHalfDrum(bool flipped)
{
Masking = true;
Children = new Drawable[]
{
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rim = new Sprite
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{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
},
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rimHit = new Sprite
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{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
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BlendingMode = BlendingMode.Additive,
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},
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centre = new Sprite
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{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f)
},
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centreHit = new Sprite
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{
Anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.7f),
Alpha = 0,
BlendingMode = BlendingMode.Additive
}
};
}
[BackgroundDependencyLoader]
private void load(TextureStore textures, OsuColour colours)
{
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rim.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer");
rimHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-outer-hit");
centre.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner");
centreHit.Texture = textures.Get(@"Play/Taiko/taiko-drum-inner-hit");
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rimHit.Colour = colours.Blue;
centreHit.Colour = colours.Pink;
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}
protected override bool OnKeyDown(InputState state, KeyDownEventArgs args)
{
if (args.Repeat)
return false;
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Drawable target = null;
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Drawable back = null;
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if (args.Key == CentreKey)
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{
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target = centreHit;
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back = centre;
}
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else if (args.Key == RimKey)
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{
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target = rimHit;
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back = rim;
}
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if (target != null)
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{
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const float scale_amount = 0.05f;
const float alpha_amount = 0.5f;
const float down_time = 40;
const float up_time = 1000;
back.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
back.Delay(down_time);
back.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.ScaleTo(target.Scale.X - scale_amount, down_time, EasingTypes.OutQuint);
target.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, EasingTypes.OutQuint);
target.Delay(down_time);
target.ScaleTo(1, up_time, EasingTypes.OutQuint);
target.FadeOut(up_time, EasingTypes.OutQuint);
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}
return false;
}
}
}
}