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https://github.com/ppy/osu
synced 2025-01-11 08:39:31 +00:00
Make InputDrum handle all Normals/Claps, hitobjects all others
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commit
14162b5d46
@ -1,7 +1,8 @@
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Sample;
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using osu.Game.Audio;
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@ -9,32 +10,38 @@ using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Taiko.Audio
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{
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public class DrumSampleMapping : IComparable<DrumSampleMapping>
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public class DrumSampleMapping
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{
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public double Time;
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public readonly SampleInfo Centre;
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public readonly SampleInfo Rim;
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private readonly ControlPointInfo controlPoints;
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private readonly Dictionary<SampleControlPoint, DrumSample> mappings = new Dictionary<SampleControlPoint, DrumSample>();
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public SampleChannel CentreChannel { get; private set; }
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public SampleChannel RimChannel { get; private set; }
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public DrumSampleMapping()
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public DrumSampleMapping(ControlPointInfo controlPoints, AudioManager audio)
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{
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this.controlPoints = controlPoints;
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IEnumerable<SampleControlPoint> samplePoints;
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if (controlPoints.SamplePoints.Count == 0)
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// Get the default sample point
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samplePoints = new[] { controlPoints.SamplePointAt(double.MinValue) };
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else
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samplePoints = controlPoints.SamplePoints;
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foreach (var s in samplePoints.Distinct())
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{
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mappings[s] = new DrumSample
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{
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Centre = s.GetSampleInfo().GetChannel(audio.Sample),
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Rim = s.GetSampleInfo(SampleInfo.HIT_CLAP).GetChannel(audio.Sample)
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};
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}
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}
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public DrumSampleMapping(SampleControlPoint samplePoint)
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{
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Time = samplePoint.Time;
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Centre = samplePoint.GetSampleInfo();
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Rim = samplePoint.GetSampleInfo(SampleInfo.HIT_CLAP);
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}
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time)];
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public void RetrieveChannels(AudioManager audio)
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public class DrumSample
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{
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CentreChannel = Centre.GetChannel(audio.Sample);
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RimChannel = Rim.GetChannel(audio.Sample);
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public SampleChannel Centre;
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public SampleChannel Rim;
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}
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public int CompareTo(DrumSampleMapping other) => Time.CompareTo(other.Time);
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}
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}
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@ -123,9 +123,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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MainPiece.AccentColour = colours.YellowDark;
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expandingRing.Colour = colours.YellowLight;
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targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
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foreach (var mapping in HitObject.ProgressionSamples)
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mapping.RetrieveChannels(audio);
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}
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protected override void LoadComplete()
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@ -223,22 +220,6 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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UpdateJudgement(true);
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if (AllJudged)
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return true;
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// While the swell hasn't been fully judged, input is still blocked so it doesn't fall through to other hitobjects
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// This causes the playfield to not play sounds, so they need to be handled locally
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var mappingIndex = HitObject.ProgressionSamples.BinarySearch(new DrumSampleMapping { Time = Time.Current });
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if (mappingIndex < 0)
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mappingIndex = ~mappingIndex - 1;
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var mapping = HitObject.ProgressionSamples[mappingIndex];
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if (isCentre)
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mapping.CentreChannel.Play();
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else
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mapping.RimChannel.Play();
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return true;
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}
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}
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@ -6,6 +6,10 @@ using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using OpenTK;
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using System;
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using System.Linq;
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using osu.Game.Audio;
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using System.Collections.Generic;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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@ -35,6 +39,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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MainPiece.KiaiMode = HitObject.Kiai;
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}
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// Normal and clap samples are handled by the drum
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protected override IEnumerable<SampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != SampleInfo.HIT_NORMAL && s.Name != SampleInfo.HIT_CLAP);
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protected virtual TaikoPiece CreateMainPiece() => new CirclePiece();
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public abstract bool OnPressed(TaikoAction action);
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@ -20,18 +20,5 @@ namespace osu.Game.Rulesets.Taiko.Objects
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/// The number of hits required to complete the swell successfully.
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/// </summary>
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public int RequiredHits = 10;
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public List<DrumSampleMapping> ProgressionSamples = new List<DrumSampleMapping>();
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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var progressionSamplePoints = new[] { controlPointInfo.SamplePointAt(StartTime) }
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.Concat(controlPointInfo.SamplePoints.Where(p => p.Time > StartTime && p.Time <= EndTime));
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foreach (var point in progressionSamplePoints)
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ProgressionSamples.Add(new DrumSampleMapping(point));
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}
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}
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}
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@ -2,14 +2,20 @@
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenTK;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Audio;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -18,16 +24,26 @@ namespace osu.Game.Rulesets.Taiko.UI
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/// </summary>
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internal class InputDrum : Container
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{
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public InputDrum()
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private const float middle_split = 0.025f;
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private readonly ControlPointInfo controlPoints;
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public InputDrum(ControlPointInfo controlPoints)
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{
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this.controlPoints = controlPoints;
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RelativeSizeAxes = Axes.Both;
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FillMode = FillMode.Fit;
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}
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const float middle_split = 0.025f;
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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var sampleMappings = new DrumSampleMapping(controlPoints, audio);
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Children = new Drawable[]
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{
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new TaikoHalfDrum(false)
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new TaikoHalfDrum(false, sampleMappings)
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{
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Name = "Left Half",
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Anchor = Anchor.Centre,
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@ -38,7 +54,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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RimAction = TaikoAction.LeftRim,
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CentreAction = TaikoAction.LeftCentre
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},
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new TaikoHalfDrum(true)
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new TaikoHalfDrum(true, sampleMappings)
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{
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Name = "Right Half",
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Anchor = Anchor.Centre,
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@ -72,8 +88,12 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Sprite centre;
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private readonly Sprite centreHit;
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public TaikoHalfDrum(bool flipped)
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private readonly DrumSampleMapping sampleMappings;
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public TaikoHalfDrum(bool flipped, DrumSampleMapping sampleMappings)
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{
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this.sampleMappings = sampleMappings;
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Masking = true;
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Children = new Drawable[]
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@ -128,15 +148,21 @@ namespace osu.Game.Rulesets.Taiko.UI
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Drawable target = null;
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Drawable back = null;
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var drumSample = sampleMappings.SampleAt(Time.Current);
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if (action == CentreAction)
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{
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target = centreHit;
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back = centre;
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drumSample.Centre.Play();
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}
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else if (action == RimAction)
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{
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target = rimHit;
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back = rim;
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drumSample.Rim.Play();
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}
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if (target != null)
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@ -24,7 +24,7 @@ using osu.Game.Rulesets.Taiko.Audio;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : ScrollingPlayfield, IKeyBindingHandler<TaikoAction>
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public class TaikoPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="TaikoRulesetContainer"/>.
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@ -59,13 +59,9 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Box overlayBackground;
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private readonly Box background;
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private readonly ControlPointInfo controlPointInfo;
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private readonly List<DrumSampleMapping> drumSampleMappings = new List<DrumSampleMapping>();
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public TaikoPlayfield(ControlPointInfo controlPointInfo)
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public TaikoPlayfield(ControlPointInfo controlPoints)
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: base(Axes.X)
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{
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this.controlPointInfo = controlPointInfo;
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AddRangeInternal(new Drawable[]
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{
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backgroundContainer = new Container
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@ -158,7 +154,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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RelativeSizeAxes = Axes.Both,
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},
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new InputDrum
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new InputDrum(controlPoints)
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{
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Anchor = Anchor.CentreRight,
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Origin = Anchor.CentreRight,
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@ -205,17 +201,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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[BackgroundDependencyLoader]
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private void load(OsuColour colours, AudioManager audio)
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{
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// We may have 0 sample points, but we need at least the default one
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var samplePoints = new[] { controlPointInfo.SamplePointAt(double.MinValue) }
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.Concat(controlPointInfo.SamplePoints);
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foreach (var s in samplePoints)
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{
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var mapping = new DrumSampleMapping(s);
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mapping.RetrieveChannels(audio);
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drumSampleMappings.Add(mapping);
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}
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overlayBackgroundContainer.BorderColour = colours.Gray0;
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overlayBackground.Colour = colours.Gray1;
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@ -281,23 +267,5 @@ namespace osu.Game.Rulesets.Taiko.UI
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kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject, isRim));
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}
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}
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public bool OnPressed(TaikoAction action)
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{
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var mappingIndex = drumSampleMappings.BinarySearch(new DrumSampleMapping { Time = Time.Current });
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if (mappingIndex < 0)
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mappingIndex = ~mappingIndex - 1;
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var mapping = drumSampleMappings[mappingIndex];
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if (action == TaikoAction.LeftCentre || action == TaikoAction.RightCentre)
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mapping.CentreChannel.Play();
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else
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mapping.RimChannel.Play();
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return true;
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}
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public bool OnReleased(TaikoAction action) => false;
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}
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}
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@ -72,6 +72,7 @@ namespace osu.Game.Rulesets.Objects.Drawables
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public IReadOnlyList<Judgement> Judgements => judgements;
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protected List<SampleChannel> Samples = new List<SampleChannel>();
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protected virtual IEnumerable<SampleInfo> GetSamples() => HitObject.Samples;
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public readonly Bindable<ArmedState> State = new Bindable<ArmedState>();
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@ -84,13 +85,14 @@ namespace osu.Game.Rulesets.Objects.Drawables
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[BackgroundDependencyLoader]
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private void load(AudioManager audio)
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{
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if (Samples.Count > 0)
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var samples = GetSamples();
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if (samples.Any())
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{
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if (HitObject.SampleControlPoint == null)
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throw new ArgumentNullException(nameof(HitObject.SampleControlPoint), $"{nameof(HitObject)}s must always have an attached {nameof(HitObject.SampleControlPoint)}."
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+ $" This is an indication that {nameof(HitObject.ApplyDefaults)} has not been invoked on {this}.");
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foreach (SampleInfo s in HitObject.Samples)
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foreach (SampleInfo s in samples)
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{
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SampleInfo localSampleInfo = new SampleInfo
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{
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