// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Collections.Generic; using osu.Framework.Allocation; using osu.Game.Audio; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.UI; using osu.Game.Rulesets.UI; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko.Skinning.Argon { public partial class ArgonDrumSampleTriggerSource : DrumSampleTriggerSource { [Resolved] private ISkinSource skinSource { get; set; } = null!; public ArgonDrumSampleTriggerSource(HitObjectContainer hitObjectContainer, SampleBalance balance) : base(hitObjectContainer, balance) { } public override void Play(HitType hitType, bool strong) { TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject; if (hitObject == null) return; var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL); // If the sample is provided by a legacy skin, we should not try and do anything special. if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer) { base.Play(hitType, strong); return; } // let the magic begin... var samplesToPlay = new List { new VolumeAwareHitSampleInfo(originalSample, strong) }; PlaySamples(samplesToPlay.ToArray()); } } }