Make InputDrum handle all Normals/Claps, hitobjects all others

This commit is contained in:
smoogipoo 2017-12-26 14:18:23 +09:00
parent 58c35b8ba5
commit 14162b5d46
7 changed files with 72 additions and 94 deletions

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@ -1,7 +1,8 @@
// 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 System.Collections.Generic;
using System.Linq;
using osu.Framework.Audio;
using osu.Framework.Audio.Sample;
using osu.Game.Audio;
@ -9,32 +10,38 @@ using osu.Game.Beatmaps.ControlPoints;
namespace osu.Game.Rulesets.Taiko.Audio
{
public class DrumSampleMapping : IComparable<DrumSampleMapping>
public class DrumSampleMapping
{
public double Time;
public readonly SampleInfo Centre;
public readonly SampleInfo Rim;
private readonly ControlPointInfo controlPoints;
private readonly Dictionary<SampleControlPoint, DrumSample> mappings = new Dictionary<SampleControlPoint, DrumSample>();
public SampleChannel CentreChannel { get; private set; }
public SampleChannel RimChannel { get; private set; }
public DrumSampleMapping()
public DrumSampleMapping(ControlPointInfo controlPoints, AudioManager audio)
{
this.controlPoints = controlPoints;
IEnumerable<SampleControlPoint> samplePoints;
if (controlPoints.SamplePoints.Count == 0)
// Get the default sample point
samplePoints = new[] { controlPoints.SamplePointAt(double.MinValue) };
else
samplePoints = controlPoints.SamplePoints;
foreach (var s in samplePoints.Distinct())
{
mappings[s] = new DrumSample
{
Centre = s.GetSampleInfo().GetChannel(audio.Sample),
Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample)
};
}
}
public DrumSampleMapping(SampleControlPoint samplePoint)
{
Time = samplePoint.Time;
Centre = samplePoint.GetSampleInfo();
Rim = samplePoint.GetSampleInfo(SampleInfo.HIT_CLAP);
}
public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time)];
public void RetrieveChannels(AudioManager audio)
public class DrumSample
{
CentreChannel = Centre.GetChannel(audio.Sample);
RimChannel = Rim.GetChannel(audio.Sample);
public SampleChannel Centre;
public SampleChannel Rim;
}
public int CompareTo(DrumSampleMapping other) => Time.CompareTo(other.Time);
}
}

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@ -123,9 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
MainPiece.AccentColour = colours.YellowDark;
expandingRing.Colour = colours.YellowLight;
targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
foreach (var mapping in HitObject.ProgressionSamples)
mapping.RetrieveChannels(audio);
}
protected override void LoadComplete()
@ -223,22 +220,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
UpdateJudgement(true);
if (AllJudged)
return true;
// While the swell hasn't been fully judged, input is still blocked so it doesn't fall through to other hitobjects
// This causes the playfield to not play sounds, so they need to be handled locally
var mappingIndex = HitObject.ProgressionSamples.BinarySearch(new DrumSampleMapping { Time = Time.Current });
if (mappingIndex < 0)
mappingIndex = ~mappingIndex - 1;
var mapping = HitObject.ProgressionSamples[mappingIndex];
if (isCentre)
mapping.CentreChannel.Play();
else
mapping.RimChannel.Play();
return true;
}
}

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@ -6,6 +6,10 @@ using osu.Framework.Input.Bindings;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using OpenTK;
using System;
using System.Linq;
using osu.Game.Audio;
using System.Collections.Generic;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
@ -35,6 +39,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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 virtual TaikoPiece CreateMainPiece() => new CirclePiece();
public abstract bool OnPressed(TaikoAction action);

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@ -20,18 +20,5 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// The number of hits required to complete the swell successfully.
/// </summary>
public int RequiredHits = 10;
public List<DrumSampleMapping> ProgressionSamples = new List<DrumSampleMapping>();
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
var progressionSamplePoints = new[] { controlPointInfo.SamplePointAt(StartTime) }
.Concat(controlPointInfo.SamplePoints.Where(p => p.Time > StartTime && p.Time <= EndTime));
foreach (var point in progressionSamplePoints)
ProgressionSamples.Add(new DrumSampleMapping(point));
}
}
}

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@ -2,14 +2,20 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using System.Linq;
using OpenTK;
using osu.Framework.Allocation;
using osu.Framework.Audio;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Input.Bindings;
using osu.Game.Audio;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Audio;
namespace osu.Game.Rulesets.Taiko.UI
{
@ -18,16 +24,26 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary>
internal class InputDrum : Container
{
public InputDrum()
private const float middle_split = 0.025f;
private readonly ControlPointInfo controlPoints;
public InputDrum(ControlPointInfo controlPoints)
{
this.controlPoints = controlPoints;
RelativeSizeAxes = Axes.Both;
FillMode = FillMode.Fit;
}
const float middle_split = 0.025f;
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
var sampleMappings = new DrumSampleMapping(controlPoints, audio);
Children = new Drawable[]
{
new TaikoHalfDrum(false)
new TaikoHalfDrum(false, sampleMappings)
{
Name = "Left Half",
Anchor = Anchor.Centre,
@ -38,7 +54,7 @@ namespace osu.Game.Rulesets.Taiko.UI
RimAction = TaikoAction.LeftRim,
CentreAction = TaikoAction.LeftCentre
},
new TaikoHalfDrum(true)
new TaikoHalfDrum(true, sampleMappings)
{
Name = "Right Half",
Anchor = Anchor.Centre,
@ -72,8 +88,12 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Sprite centre;
private readonly Sprite centreHit;
public TaikoHalfDrum(bool flipped)
private readonly DrumSampleMapping sampleMappings;
public TaikoHalfDrum(bool flipped, DrumSampleMapping sampleMappings)
{
this.sampleMappings = sampleMappings;
Masking = true;
Children = new Drawable[]
@ -128,15 +148,21 @@ namespace osu.Game.Rulesets.Taiko.UI
Drawable target = null;
Drawable back = null;
var drumSample = sampleMappings.SampleAt(Time.Current);
if (action == CentreAction)
{
target = centreHit;
back = centre;
drumSample.Centre.Play();
}
else if (action == RimAction)
{
target = rimHit;
back = rim;
drumSample.Rim.Play();
}
if (target != null)

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@ -24,7 +24,7 @@ using osu.Game.Rulesets.Taiko.Audio;
namespace osu.Game.Rulesets.Taiko.UI
{
public class TaikoPlayfield : ScrollingPlayfield, IKeyBindingHandler<TaikoAction>
public class TaikoPlayfield : ScrollingPlayfield
{
/// <summary>
/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
@ -59,13 +59,9 @@ namespace osu.Game.Rulesets.Taiko.UI
private readonly Box overlayBackground;
private readonly Box background;
private readonly ControlPointInfo controlPointInfo;
private readonly List<DrumSampleMapping> drumSampleMappings = new List<DrumSampleMapping>();
public TaikoPlayfield(ControlPointInfo controlPointInfo)
public TaikoPlayfield(ControlPointInfo controlPoints)
: base(Axes.X)
{
this.controlPointInfo = controlPointInfo;
AddRangeInternal(new Drawable[]
{
backgroundContainer = new Container
@ -158,7 +154,7 @@ namespace osu.Game.Rulesets.Taiko.UI
{
RelativeSizeAxes = Axes.Both,
},
new InputDrum
new InputDrum(controlPoints)
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreRight,
@ -205,17 +201,7 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader]
private void load(OsuColour colours, AudioManager audio)
{
// We may have 0 sample points, but we need at least the default one
var samplePoints = new[] { controlPointInfo.SamplePointAt(double.MinValue) }
.Concat(controlPointInfo.SamplePoints);
foreach (var s in samplePoints)
{
var mapping = new DrumSampleMapping(s);
mapping.RetrieveChannels(audio);
drumSampleMappings.Add(mapping);
}
overlayBackgroundContainer.BorderColour = colours.Gray0;
overlayBackground.Colour = colours.Gray1;
@ -281,23 +267,5 @@ namespace osu.Game.Rulesets.Taiko.UI
kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
}
}
public bool OnPressed(TaikoAction action)
{
var mappingIndex = drumSampleMappings.BinarySearch(new DrumSampleMapping { Time = Time.Current });
if (mappingIndex < 0)
mappingIndex = ~mappingIndex - 1;
var mapping = drumSampleMappings[mappingIndex];
if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
mapping.CentreChannel.Play();
else
mapping.RimChannel.Play();
return true;
}
public bool OnReleased(TaikoAction action) => false;
}
}

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@ -72,6 +72,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
public IReadOnlyList<Judgement> Judgements => judgements;
protected List<SampleChannel> Samples = new List<SampleChannel>();
protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
@ -84,13 +85,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
[BackgroundDependencyLoader]
private void load(AudioManager audio)
{
if (Samples.Count > 0)
var samples = GetSamples();
if (samples.Any())
{
if (HitObject.SampleControlPoint == null)
throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
foreach (SampleInfo s in HitObject.Samples)
foreach (SampleInfo s in samples)
{
SampleInfo localSampleInfo = new SampleInfo
{