Make taiko use the new nested hitobject structure

This commit is contained in:
smoogipoo 2019-10-17 11:57:00 +09:00
parent 8d7453c251
commit d49ef6a36b
3 changed files with 124 additions and 40 deletions

View File

@ -12,6 +12,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
@ -28,31 +29,18 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// </summary>
private int rollingHits;
private readonly Container<DrawableDrumRollTick> tickContainer;
private Color4 colourIdle;
private Color4 colourEngaged;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
{
RelativeSizeAxes = Axes.Y;
Container<DrawableDrumRollTick> tickContainer;
MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
foreach (var tick in drumRoll.NestedHitObjects.OfType<DrumRollTick>())
{
var newTick = new DrawableDrumRollTick(tick);
newTick.OnNewResult += onNewTickResult;
AddNested(newTick);
tickContainer.Add(newTick);
}
}
protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
public override bool OnPressed(TaikoAction action) => false;
private Color4 colourIdle;
private Color4 colourEngaged;
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
@ -60,8 +48,51 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
colourEngaged = colours.YellowDarker;
}
private void onNewTickResult(DrawableHitObject obj, JudgementResult result)
protected override void LoadComplete()
{
base.LoadComplete();
OnNewResult += onNewResult;
}
protected override void AddNested(DrawableHitObject h)
{
base.AddNested(h);
switch (h)
{
case DrawableDrumRollTick tick:
tickContainer.Add(tick);
break;
}
}
protected override void ClearNested()
{
base.ClearNested();
tickContainer.Clear();
}
protected override DrawableHitObject CreateNested(HitObject hitObject)
{
switch (hitObject)
{
case DrumRollTick tick:
return new DrawableDrumRollTick(tick);
}
return base.CreateNested(hitObject);
}
protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
public override bool OnPressed(TaikoAction action) => false;
private void onNewResult(DrawableHitObject obj, JudgementResult result)
{
if (!(obj is DrawableDrumRollTick))
return;
if (result.Type > HitResult.Miss)
rollingHits++;
else

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@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
@ -14,6 +13,7 @@ using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
@ -30,8 +30,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
/// </summary>
private const double ring_appear_offset = 100;
private readonly List<DrawableSwellTick> ticks = new List<DrawableSwellTick>();
private readonly Container<DrawableSwellTick> ticks;
private readonly Container bodyContainer;
private readonly CircularContainer targetRing;
private readonly CircularContainer expandingRing;
@ -108,16 +107,9 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
}
});
AddInternal(ticks = new Container<DrawableSwellTick> { RelativeSizeAxes = Axes.Both });
MainPiece.Add(symbol = new SwellSymbolPiece());
foreach (var tick in HitObject.NestedHitObjects.OfType<SwellTick>())
{
var vis = new DrawableSwellTick(tick);
ticks.Add(vis);
AddInternal(vis);
AddNested(vis);
}
}
[BackgroundDependencyLoader]
@ -136,11 +128,49 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Width *= Parent.RelativeChildSize.X;
}
protected override void AddNested(DrawableHitObject h)
{
base.AddNested(h);
switch (h)
{
case DrawableSwellTick tick:
ticks.Add(tick);
break;
}
}
protected override void ClearNested()
{
base.ClearNested();
ticks.Clear();
}
protected override DrawableHitObject CreateNested(HitObject hitObject)
{
switch (hitObject)
{
case SwellTick tick:
return new DrawableSwellTick(tick);
}
return base.CreateNested(hitObject);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered)
{
var nextTick = ticks.Find(j => !j.IsHit);
DrawableSwellTick nextTick = null;
foreach (var t in ticks)
{
if (!t.IsHit)
{
nextTick = t;
break;
}
}
nextTick?.TriggerResult(HitResult.Great);

View File

@ -11,6 +11,7 @@ using osu.Game.Audio;
using System.Collections.Generic;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Objects;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
@ -109,11 +110,12 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public override Vector2 OriginPosition => new Vector2(DrawHeight / 2);
protected readonly Vector2 BaseSize;
public new TaikoHitType HitObject;
protected readonly Vector2 BaseSize;
protected readonly TaikoPiece MainPiece;
public new TaikoHitType HitObject;
private readonly Container<DrawableStrongNestedHit> strongHitContainer;
protected DrawableTaikoHitObject(TaikoHitType hitObject)
: base(hitObject)
@ -129,17 +131,38 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables
Content.Add(MainPiece = CreateMainPiece());
MainPiece.KiaiMode = HitObject.Kiai;
var strongObject = HitObject.NestedHitObjects.OfType<StrongHitObject>().FirstOrDefault();
AddInternal(strongHitContainer = new Container<DrawableStrongNestedHit>());
}
if (strongObject != null)
protected override void AddNested(DrawableHitObject h)
{
base.AddNested(h);
switch (h)
{
var strongHit = CreateStrongHit(strongObject);
AddNested(strongHit);
AddInternal(strongHit);
case DrawableStrongNestedHit strong:
strongHitContainer.Add(strong);
break;
}
}
protected override void ClearNested()
{
base.ClearNested();
strongHitContainer.Clear();
}
protected override DrawableHitObject CreateNested(HitObject hitObject)
{
switch (hitObject)
{
case StrongHitObject strong:
return CreateStrongHit(strong);
}
return base.CreateNested(hitObject);
}
// Normal and clap samples are handled by the drum
protected override IEnumerable<HitSampleInfo> GetSamples() => HitObject.Samples.Where(s => s.Name != HitSampleInfo.HIT_NORMAL && s.Name != HitSampleInfo.HIT_CLAP);