mirror of https://github.com/ppy/osu
120 lines
4.8 KiB
C#
120 lines
4.8 KiB
C#
// 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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#nullable disable
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using System;
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using System.Collections.Generic;
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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.Input;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Input.Handlers;
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using osu.Game.Replays;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Beatmaps;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Rulesets.Timing;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osu.Game.Scoring;
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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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public partial class DrawableTaikoRuleset : DrawableScrollingRuleset<TaikoHitObject>
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{
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public new BindableDouble TimeRange => base.TimeRange;
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public readonly BindableBool LockPlayfieldAspectRange = new BindableBool(true);
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public new TaikoInputManager KeyBindingInputManager => (TaikoInputManager)base.KeyBindingInputManager;
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protected override bool UserScrollSpeedAdjustment => false;
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private SkinnableDrawable scroller;
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public DrawableTaikoRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods = null)
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: base(ruleset, beatmap, mods)
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{
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Direction.Value = ScrollingDirection.Left;
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VisualisationMethod = ScrollVisualisationMethod.Overlapping;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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new BarLineGenerator<BarLine>(Beatmap).BarLines.ForEach(bar => Playfield.Add(bar));
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FrameStableComponents.Add(scroller = new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Scroller), _ => Empty())
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{
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RelativeSizeAxes = Axes.X,
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Depth = float.MaxValue
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});
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KeyBindingInputManager.Add(new DrumTouchInputArea());
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}
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protected override void Update()
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{
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base.Update();
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TimeRange.Value = ComputeTimeRange();
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}
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protected virtual double ComputeTimeRange()
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{
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// Taiko scrolls at a constant 100px per 1000ms. More notes become visible as the playfield is lengthened.
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const float scroll_rate = 10;
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// Since the time range will depend on a positional value, it is referenced to the x480 pixel space.
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// Width is used because it defines how many notes fit on the playfield.
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// We clamp the ratio to the maximum aspect ratio to keep scroll speed consistent on widths lower than the default.
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float ratio = Math.Max(DrawSize.X / 768f, TaikoPlayfieldAdjustmentContainer.MAXIMUM_ASPECT);
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// Stable internally increased the slider velocity of objects by a factor of `VELOCITY_MULTIPLIER`.
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// To simulate this, we shrink the time range by that factor here.
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// This, when combined with the rest of the scrolling ruleset machinery (see `MultiplierControlPoint` et al.),
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// has the effect of increasing each multiplier control point's multiplier by `VELOCITY_MULTIPLIER`, ensuring parity with stable.
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return (Playfield.HitObjectContainer.DrawWidth / ratio) * scroll_rate / TaikoBeatmapConverter.VELOCITY_MULTIPLIER;
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}
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protected override void UpdateAfterChildren()
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{
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base.UpdateAfterChildren();
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var playfieldScreen = Playfield.ScreenSpaceDrawQuad;
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scroller.Height = ToLocalSpace(playfieldScreen.TopLeft + new Vector2(0, playfieldScreen.Height / 20)).Y;
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}
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public MultiplierControlPoint ControlPointAt(double time)
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{
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int result = ControlPoints.BinarySearch(new MultiplierControlPoint(time));
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if (result < 0)
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result = Math.Clamp(~result - 1, 0, ControlPoints.Count);
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return ControlPoints[result];
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}
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new TaikoPlayfieldAdjustmentContainer
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{
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LockPlayfieldAspectRange = { BindTarget = LockPlayfieldAspectRange }
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};
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protected override PassThroughInputManager CreateInputManager() => new TaikoInputManager(Ruleset.RulesetInfo);
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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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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new TaikoFramedReplayInputHandler(replay);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new TaikoReplayRecorder(score);
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}
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}
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