mirror of
https://github.com/ppy/osu
synced 2024-12-14 02:46:27 +00:00
Merge pull request #14486 from peppy/taiko-drum-refacor
Create a base component to handle gameplay sample triggering
This commit is contained in:
commit
6b3cc81e19
@ -6,7 +6,6 @@ using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Rulesets.Mania.UI;
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@ -29,11 +28,6 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
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[Resolved(canBeNull: true)]
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private ManiaPlayfield playfield { get; set; }
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/// <summary>
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/// Gets the samples that are played by this object during gameplay.
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/// </summary>
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public ISampleInfo[] GetGameplaySamples() => Samples.Samples;
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protected override float SamplePlaybackPosition
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{
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get
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@ -1,7 +1,6 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Linq;
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using osuTK.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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@ -19,6 +18,7 @@ using osuTK;
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using osu.Game.Rulesets.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.UI
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{
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@ -28,12 +28,6 @@ namespace osu.Game.Rulesets.Mania.UI
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public const float COLUMN_WIDTH = 80;
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public const float SPECIAL_COLUMN_WIDTH = 70;
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/// <summary>
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/// For hitsounds played by this <see cref="Column"/> (i.e. not as a result of hitting a hitobject),
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/// a certain number of samples are allowed to be played concurrently so that it feels better when spam-pressing the key.
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/// </summary>
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private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
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/// <summary>
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/// The index of this column as part of the whole playfield.
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/// </summary>
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@ -45,10 +39,10 @@ namespace osu.Game.Rulesets.Mania.UI
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internal readonly Container TopLevelContainer;
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private readonly DrawablePool<PoolableHitExplosion> hitExplosionPool;
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private readonly OrderedHitPolicy hitPolicy;
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private readonly Container<SkinnableSound> hitSounds;
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public Container UnderlayElements => HitObjectArea.UnderlayElements;
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private readonly GameplaySampleTriggerSource sampleTriggerSource;
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public Column(int index)
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{
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Index = index;
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@ -64,6 +58,7 @@ namespace osu.Game.Rulesets.Mania.UI
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InternalChildren = new[]
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{
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hitExplosionPool = new DrawablePool<PoolableHitExplosion>(5),
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sampleTriggerSource = new GameplaySampleTriggerSource(HitObjectContainer),
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// For input purposes, the background is added at the highest depth, but is then proxied back below all other elements
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background.CreateProxy(),
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HitObjectArea = new ColumnHitObjectArea(Index, HitObjectContainer) { RelativeSizeAxes = Axes.Both },
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@ -72,12 +67,6 @@ namespace osu.Game.Rulesets.Mania.UI
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RelativeSizeAxes = Axes.Both
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},
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background,
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hitSounds = new Container<SkinnableSound>
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{
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Name = "Column samples pool",
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RelativeSizeAxes = Axes.Both,
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Children = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new SkinnableSound()).ToArray()
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},
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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@ -133,29 +122,12 @@ namespace osu.Game.Rulesets.Mania.UI
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HitObjectArea.Explosions.Add(hitExplosionPool.Get(e => e.Apply(result)));
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}
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private int nextHitSoundIndex;
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public bool OnPressed(ManiaAction action)
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{
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if (action != Action.Value)
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return false;
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var nextObject =
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HitObjectContainer.AliveObjects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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// fallback to non-alive objects to find next off-screen object
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HitObjectContainer.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ??
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HitObjectContainer.Objects.LastOrDefault();
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if (nextObject is DrawableManiaHitObject maniaObject)
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{
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var hitSound = hitSounds[nextHitSoundIndex];
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hitSound.Samples = maniaObject.GetGameplaySamples();
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hitSound.Play();
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nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
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}
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sampleTriggerSource.Play();
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return true;
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}
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@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new TaikoPlayfield(new ControlPointInfo()),
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new TaikoPlayfield(),
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hoc = new ScrollingHitObjectContainer()
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}
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};
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@ -66,7 +66,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new TaikoPlayfield(new ControlPointInfo()),
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new TaikoPlayfield(),
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hoc = new ScrollingHitObjectContainer()
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}
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};
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@ -5,7 +5,6 @@ using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Rulesets.Taiko.UI;
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using osuTK;
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@ -17,6 +16,13 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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[BackgroundDependencyLoader]
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private void load()
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{
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var playfield = new TaikoPlayfield();
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var beatmap = CreateWorkingBeatmap(new TaikoRuleset().RulesetInfo).GetPlayableBeatmap(new TaikoRuleset().RulesetInfo);
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foreach (var h in beatmap.HitObjects)
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playfield.Add(h);
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SetContents(_ => new TaikoInputManager(new TaikoRuleset().RulesetInfo)
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{
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RelativeSizeAxes = Axes.Both,
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@ -25,7 +31,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(200),
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Child = new InputDrum(new ControlPointInfo())
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Child = new InputDrum(playfield.HitObjectContainer)
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}
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});
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}
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@ -37,7 +37,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
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Beatmap.Value.Track.Start();
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});
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AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield(new ControlPointInfo())
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AddStep("Load playfield", () => SetContents(_ => new TaikoPlayfield
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{
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Anchor = Anchor.CentreLeft,
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Origin = Anchor.CentreLeft,
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@ -1,104 +0,0 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Taiko.Audio
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{
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/// <summary>
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/// Stores samples for the input drum.
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/// The lifetime of the samples is adjusted so that they are only alive during the appropriate sample control point.
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/// </summary>
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public class DrumSampleContainer : LifetimeManagementContainer
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{
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private readonly ControlPointInfo controlPoints;
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private readonly Dictionary<double, DrumSample> mappings = new Dictionary<double, DrumSample>();
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private readonly IBindableList<SampleControlPoint> samplePoints = new BindableList<SampleControlPoint>();
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public DrumSampleContainer(ControlPointInfo controlPoints)
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{
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this.controlPoints = controlPoints;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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samplePoints.BindTo(controlPoints.SamplePoints);
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samplePoints.BindCollectionChanged((_, __) => recreateMappings(), true);
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}
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private void recreateMappings()
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{
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mappings.Clear();
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ClearInternal();
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SampleControlPoint[] points = samplePoints.Count == 0
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? new[] { controlPoints.SamplePointAt(double.MinValue) }
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: samplePoints.ToArray();
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for (int i = 0; i < points.Length; i++)
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{
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var samplePoint = points[i];
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var lifetimeStart = i > 0 ? samplePoint.Time : double.MinValue;
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var lifetimeEnd = i + 1 < points.Length ? points[i + 1].Time : double.MaxValue;
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AddInternal(mappings[samplePoint.Time] = new DrumSample(samplePoint)
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{
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LifetimeStart = lifetimeStart,
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LifetimeEnd = lifetimeEnd
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});
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}
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}
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public DrumSample SampleAt(double time) => mappings[controlPoints.SamplePointAt(time).Time];
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public class DrumSample : CompositeDrawable
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{
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public override bool RemoveWhenNotAlive => false;
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public PausableSkinnableSound Centre { get; private set; }
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public PausableSkinnableSound Rim { get; private set; }
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private readonly SampleControlPoint samplePoint;
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private Bindable<string> sampleBank;
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private BindableNumber<int> sampleVolume;
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public DrumSample(SampleControlPoint samplePoint)
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{
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this.samplePoint = samplePoint;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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sampleBank = samplePoint.SampleBankBindable.GetBoundCopy();
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sampleBank.BindValueChanged(_ => recreate());
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sampleVolume = samplePoint.SampleVolumeBindable.GetBoundCopy();
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sampleVolume.BindValueChanged(_ => recreate());
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recreate();
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}
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private void recreate()
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{
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InternalChildren = new Drawable[]
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{
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Centre = new PausableSkinnableSound(samplePoint.GetSampleInfo()),
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Rim = new PausableSkinnableSound(samplePoint.GetSampleInfo(HitSampleInfo.HIT_CLAP))
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};
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}
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}
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}
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}
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@ -7,7 +7,8 @@ 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.Input.Bindings;
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using osu.Game.Rulesets.Taiko.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Skinning;
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using osuTK;
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@ -111,7 +112,7 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public readonly Sprite Centre;
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[Resolved]
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private DrumSampleContainer sampleContainer { get; set; }
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private DrumSampleTriggerSource sampleTriggerSource { get; set; }
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public LegacyHalfDrum(bool flipped)
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{
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@ -143,17 +144,16 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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public bool OnPressed(TaikoAction action)
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{
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Drawable target = null;
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var drumSample = sampleContainer.SampleAt(Time.Current);
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if (action == CentreAction)
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{
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target = Centre;
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drumSample.Centre?.Play();
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sampleTriggerSource.Play(HitType.Centre);
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}
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else if (action == RimAction)
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{
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target = Rim;
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drumSample.Rim?.Play();
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sampleTriggerSource.Play(HitType.Rim);
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}
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if (target != null)
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@ -64,7 +64,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield(Beatmap.ControlPointInfo);
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protected override Playfield CreatePlayfield() => new TaikoPlayfield();
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public override DrawableHitObject<TaikoHitObject> CreateDrawableRepresentation(TaikoHitObject h) => null;
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|
30
osu.Game.Rulesets.Taiko/UI/DrumSampleTriggerSource.cs
Normal file
30
osu.Game.Rulesets.Taiko/UI/DrumSampleTriggerSource.cs
Normal file
@ -0,0 +1,30 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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public class DrumSampleTriggerSource : GameplaySampleTriggerSource
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{
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public DrumSampleTriggerSource(HitObjectContainer hitObjectContainer)
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: base(hitObjectContainer)
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{
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}
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public void Play(HitType hitType)
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{
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var hitObject = GetMostValidObject();
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if (hitObject == null)
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return;
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PlaySamples(new ISampleInfo[] { hitObject.SampleControlPoint.GetSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL) });
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}
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public override void Play() => throw new InvalidOperationException(@"Use override with HitType parameter instead");
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}
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}
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@ -2,18 +2,18 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osuTK;
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using osu.Framework.Allocation;
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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.Beatmaps.ControlPoints;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Taiko.Audio;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.UI
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{
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@ -25,11 +25,11 @@ namespace osu.Game.Rulesets.Taiko.UI
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private const float middle_split = 0.025f;
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[Cached]
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private DrumSampleContainer sampleContainer;
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private DrumSampleTriggerSource sampleTriggerSource;
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public InputDrum(ControlPointInfo controlPoints)
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public InputDrum(HitObjectContainer hitObjectContainer)
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{
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sampleContainer = new DrumSampleContainer(controlPoints);
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sampleTriggerSource = new DrumSampleTriggerSource(hitObjectContainer);
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RelativeSizeAxes = Axes.Both;
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}
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@ -70,7 +70,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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}
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}
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}),
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sampleContainer
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sampleTriggerSource
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};
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}
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@ -95,7 +95,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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private readonly Sprite centreHit;
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[Resolved]
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private DrumSampleContainer sampleContainer { get; set; }
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private DrumSampleTriggerSource sampleTriggerSource { get; set; }
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public TaikoHalfDrum(bool flipped)
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{
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@ -156,21 +156,19 @@ 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 = sampleContainer.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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sampleTriggerSource.Play(HitType.Centre);
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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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sampleTriggerSource.Play(HitType.Rim);
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}
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if (target != null)
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|
@ -8,7 +8,6 @@ using osu.Framework.Allocation;
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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.Pooling;
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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.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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@ -27,8 +26,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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{
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public class TaikoPlayfield : ScrollingPlayfield
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{
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private readonly ControlPointInfo controlPoints;
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/// <summary>
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/// Default height of a <see cref="TaikoPlayfield"/> when inside a <see cref="DrawableTaikoRuleset"/>.
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/// </summary>
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@ -56,11 +53,6 @@ namespace osu.Game.Rulesets.Taiko.UI
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private Container hitTargetOffsetContent;
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public TaikoPlayfield(ControlPointInfo controlPoints)
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{
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this.controlPoints = controlPoints;
|
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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@ -131,7 +123,7 @@ namespace osu.Game.Rulesets.Taiko.UI
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Children = new Drawable[]
|
||||
{
|
||||
new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.PlayfieldBackgroundLeft), _ => new PlayfieldBackgroundLeft()),
|
||||
new InputDrum(controlPoints)
|
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new InputDrum(HitObjectContainer)
|
||||
{
|
||||
Anchor = Anchor.CentreLeft,
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||||
Origin = Anchor.CentreLeft,
|
||||
|
@ -0,0 +1,135 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Beatmaps.ControlPoints;
|
||||
using osu.Game.Rulesets;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osuTK.Input;
|
||||
|
||||
namespace osu.Game.Tests.Visual.Gameplay
|
||||
{
|
||||
public class TestSceneGameplaySampleTriggerSource : PlayerTestScene
|
||||
{
|
||||
private TestGameplaySampleTriggerSource sampleTriggerSource;
|
||||
protected override Ruleset CreatePlayerRuleset() => new OsuRuleset();
|
||||
|
||||
private Beatmap beatmap;
|
||||
|
||||
protected override IBeatmap CreateBeatmap(RulesetInfo ruleset)
|
||||
{
|
||||
beatmap = new Beatmap
|
||||
{
|
||||
BeatmapInfo = new BeatmapInfo
|
||||
{
|
||||
BaseDifficulty = new BeatmapDifficulty { CircleSize = 6, SliderMultiplier = 3 },
|
||||
Ruleset = ruleset
|
||||
}
|
||||
};
|
||||
|
||||
const double start_offset = 8000;
|
||||
const double spacing = 2000;
|
||||
|
||||
double t = start_offset;
|
||||
beatmap.HitObjects.AddRange(new[]
|
||||
{
|
||||
new HitCircle
|
||||
{
|
||||
// intentionally start objects a bit late so we can test the case of no alive objects.
|
||||
StartTime = t += spacing,
|
||||
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) }
|
||||
},
|
||||
new HitCircle
|
||||
{
|
||||
StartTime = t += spacing,
|
||||
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) }
|
||||
},
|
||||
new HitCircle
|
||||
{
|
||||
StartTime = t += spacing,
|
||||
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_NORMAL) },
|
||||
SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
|
||||
},
|
||||
new HitCircle
|
||||
{
|
||||
StartTime = t + spacing,
|
||||
Samples = new[] { new HitSampleInfo(HitSampleInfo.HIT_WHISTLE) },
|
||||
SampleControlPoint = new SampleControlPoint { SampleBank = "soft" },
|
||||
},
|
||||
});
|
||||
|
||||
return beatmap;
|
||||
}
|
||||
|
||||
public override void SetUpSteps()
|
||||
{
|
||||
base.SetUpSteps();
|
||||
|
||||
AddStep("Add trigger source", () => Player.HUDOverlay.Add(sampleTriggerSource = new TestGameplaySampleTriggerSource(Player.DrawableRuleset.Playfield.HitObjectContainer)));
|
||||
}
|
||||
|
||||
[Test]
|
||||
public void TestCorrectHitObject()
|
||||
{
|
||||
HitObjectLifetimeEntry nextObjectEntry = null;
|
||||
|
||||
AddAssert("no alive objects", () => getNextAliveObject() == null);
|
||||
|
||||
AddAssert("check initially correct object", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[0]);
|
||||
|
||||
AddUntilStep("get next object", () =>
|
||||
{
|
||||
var nextDrawableObject = getNextAliveObject();
|
||||
|
||||
if (nextDrawableObject != null)
|
||||
{
|
||||
nextObjectEntry = nextDrawableObject.Entry;
|
||||
InputManager.MoveMouseTo(nextDrawableObject.ScreenSpaceDrawQuad.Centre);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
});
|
||||
|
||||
AddUntilStep("hit first hitobject", () =>
|
||||
{
|
||||
InputManager.Click(MouseButton.Left);
|
||||
return nextObjectEntry.Result.HasResult;
|
||||
});
|
||||
|
||||
AddAssert("check correct object after hit", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[1]);
|
||||
|
||||
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[2]);
|
||||
AddUntilStep("check correct object after miss", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
|
||||
|
||||
AddUntilStep("no alive objects", () => getNextAliveObject() == null);
|
||||
AddAssert("check correct object after none alive", () => sampleTriggerSource.GetMostValidObject() == beatmap.HitObjects[3]);
|
||||
}
|
||||
|
||||
private DrawableHitObject getNextAliveObject() =>
|
||||
Player.DrawableRuleset.Playfield.HitObjectContainer.AliveObjects.FirstOrDefault();
|
||||
|
||||
[Test]
|
||||
public void TestSampleTriggering()
|
||||
{
|
||||
AddRepeatStep("trigger sample", () => sampleTriggerSource.Play(), 10);
|
||||
}
|
||||
|
||||
public class TestGameplaySampleTriggerSource : GameplaySampleTriggerSource
|
||||
{
|
||||
public TestGameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
|
||||
: base(hitObjectContainer)
|
||||
{
|
||||
}
|
||||
|
||||
public new HitObject GetMostValidObject() => base.GetMostValidObject();
|
||||
}
|
||||
}
|
||||
}
|
104
osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
Normal file
104
osu.Game/Rulesets/UI/GameplaySampleTriggerSource.cs
Normal file
@ -0,0 +1,104 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Audio;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Skinning;
|
||||
|
||||
namespace osu.Game.Rulesets.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// A component which can trigger the most appropriate hit sound for a given point in time, based on the state of a <see cref="HitObjectContainer"/>
|
||||
/// </summary>
|
||||
public class GameplaySampleTriggerSource : CompositeDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// The number of concurrent samples allowed to be played concurrently so that it feels better when spam-pressing a key.
|
||||
/// </summary>
|
||||
private const int max_concurrent_hitsounds = OsuGameBase.SAMPLE_CONCURRENCY;
|
||||
|
||||
private readonly HitObjectContainer hitObjectContainer;
|
||||
|
||||
private int nextHitSoundIndex;
|
||||
|
||||
private readonly Container<SkinnableSound> hitSounds;
|
||||
|
||||
public GameplaySampleTriggerSource(HitObjectContainer hitObjectContainer)
|
||||
{
|
||||
this.hitObjectContainer = hitObjectContainer;
|
||||
|
||||
InternalChild = hitSounds = new Container<SkinnableSound>
|
||||
{
|
||||
Name = "concurrent sample pool",
|
||||
ChildrenEnumerable = Enumerable.Range(0, max_concurrent_hitsounds).Select(_ => new PausableSkinnableSound())
|
||||
};
|
||||
}
|
||||
|
||||
private HitObjectLifetimeEntry fallbackObject;
|
||||
|
||||
/// <summary>
|
||||
/// Play the most appropriate hit sound for the current point in time.
|
||||
/// </summary>
|
||||
public virtual void Play()
|
||||
{
|
||||
var nextObject = GetMostValidObject();
|
||||
|
||||
if (nextObject == null)
|
||||
return;
|
||||
|
||||
var samples = nextObject.Samples
|
||||
.Select(s => nextObject.SampleControlPoint.ApplyTo(s))
|
||||
.Cast<ISampleInfo>()
|
||||
.ToArray();
|
||||
|
||||
PlaySamples(samples);
|
||||
}
|
||||
|
||||
protected void PlaySamples(ISampleInfo[] samples)
|
||||
{
|
||||
var hitSound = getNextSample();
|
||||
hitSound.Samples = samples;
|
||||
hitSound.Play();
|
||||
}
|
||||
|
||||
protected HitObject GetMostValidObject()
|
||||
{
|
||||
// The most optimal lookup case we have is when an object is alive. There are usually very few alive objects so there's no drawbacks in attempting this lookup each time.
|
||||
var hitObject = hitObjectContainer.AliveObjects.FirstOrDefault(h => h.Result?.HasResult != true)?.HitObject;
|
||||
|
||||
// In the case a next object isn't available in drawable form, we need to do a somewhat expensive traversal to get a valid sound to play.
|
||||
if (hitObject == null)
|
||||
{
|
||||
// This lookup can be skipped if the last entry is still valid (in the future and not yet hit).
|
||||
if (fallbackObject == null || fallbackObject.Result?.HasResult == true)
|
||||
{
|
||||
// We need to use lifetime entries to find the next object (we can't just use `hitObjectContainer.Objects` due to pooling - it may even be empty).
|
||||
// If required, we can make this lookup more efficient by adding support to get next-future-entry in LifetimeEntryManager.
|
||||
fallbackObject = hitObjectContainer.Entries
|
||||
.Where(e => e.Result?.HasResult != true)
|
||||
.OrderBy(e => e.HitObject.StartTime)
|
||||
.FirstOrDefault();
|
||||
|
||||
// In the case there are no unjudged objects, the last hit object should be used instead.
|
||||
fallbackObject ??= hitObjectContainer.Entries.LastOrDefault();
|
||||
}
|
||||
|
||||
hitObject = fallbackObject?.HitObject;
|
||||
}
|
||||
|
||||
return hitObject;
|
||||
}
|
||||
|
||||
private SkinnableSound getNextSample()
|
||||
{
|
||||
SkinnableSound hitSound = hitSounds[nextHitSoundIndex];
|
||||
|
||||
// round robin over available samples to allow for concurrent playback.
|
||||
nextHitSoundIndex = (nextHitSoundIndex + 1) % max_concurrent_hitsounds;
|
||||
|
||||
return hitSound;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user