osu/osu.Game/Rulesets/UI/ScrollingRulesetContainer.cs

120 lines
5.7 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Lists;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.IO.Serialization;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
namespace osu.Game.Rulesets.UI
{
/// <summary>
/// A type of <see cref="RulesetContainer{TPlayfield,TObject}"/> that supports a <see cref="ScrollingPlayfield"/>.
/// <see cref="HitObject"/>s inside this <see cref="RulesetContainer{TPlayfield,TObject}"/> will scroll within the playfield.
/// </summary>
public abstract class ScrollingRulesetContainer<TPlayfield, TObject> : RulesetContainer<TPlayfield, TObject>
where TObject : HitObject
where TPlayfield : ScrollingPlayfield
{
/// <summary>
/// Provides the default <see cref="MultiplierControlPoint"/>s that adjust the scrolling rate of <see cref="HitObject"/>s
/// inside this <see cref="RulesetContainer{TPlayfield,TObject}"/>.
/// </summary>
/// <returns></returns>
protected readonly SortedList<MultiplierControlPoint> DefaultControlPoints = new SortedList<MultiplierControlPoint>(Comparer<MultiplierControlPoint>.Default);
protected ScrollingRulesetContainer(Ruleset ruleset, WorkingBeatmap beatmap, bool isForCurrentRuleset)
: base(ruleset, beatmap, isForCurrentRuleset)
{
}
[BackgroundDependencyLoader]
private void load()
{
// Calculate default multiplier control points
var lastTimingPoint = new TimingControlPoint();
var lastDifficultyPoint = new DifficultyControlPoint();
// Merge timing + difficulty points
var allPoints = new SortedList<ControlPoint>(Comparer<ControlPoint>.Default);
allPoints.AddRange(Beatmap.ControlPointInfo.TimingPoints);
allPoints.AddRange(Beatmap.ControlPointInfo.DifficultyPoints);
// Generate the timing points, making non-timing changes use the previous timing change
var timingChanges = allPoints.Select(c =>
{
var timingPoint = c as TimingControlPoint;
var difficultyPoint = c as DifficultyControlPoint;
if (timingPoint != null)
lastTimingPoint = timingPoint;
if (difficultyPoint != null)
lastDifficultyPoint = difficultyPoint;
return new MultiplierControlPoint(c.Time)
{
TimingPoint = lastTimingPoint,
DifficultyPoint = lastDifficultyPoint
};
});
double lastObjectTime = (Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
// Perform some post processing of the timing changes
timingChanges = timingChanges
// Collapse sections after the last hit object
.Where(s => s.StartTime <= lastObjectTime)
// Collapse sections with the same start time
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
// Collapse sections with the same beat length
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First());
DefaultControlPoints.AddRange(timingChanges);
// If we have no control points, add a default one
if (DefaultControlPoints.Count == 0)
DefaultControlPoints.Add(new MultiplierControlPoint());
DefaultControlPoints.ForEach(c => applySpeedAdjustment(c, Playfield));
}
private void applySpeedAdjustment(MultiplierControlPoint controlPoint, ScrollingPlayfield playfield)
{
playfield.HitObjects.AddSpeedAdjustment(CreateSpeedAdjustmentContainer(controlPoint));
playfield.NestedPlayfields.ForEach(p => applySpeedAdjustment(controlPoint, p));
}
/// <summary>
/// Generates a <see cref="MultiplierControlPoint"/> with the default timing change/difficulty change from the beatmap at a time.
/// </summary>
/// <param name="time">The time to create the control point at.</param>
/// <returns>The default <see cref="MultiplierControlPoint"/> at <paramref name="time"/>.</returns>
public MultiplierControlPoint CreateControlPointAt(double time)
{
if (DefaultControlPoints.Count == 0)
return new MultiplierControlPoint(time);
int index = DefaultControlPoints.BinarySearch(new MultiplierControlPoint(time));
if (index < 0)
return new MultiplierControlPoint(time);
return new MultiplierControlPoint(time, DefaultControlPoints[index].DeepClone());
}
/// <summary>
/// Creates a <see cref="SpeedAdjustmentContainer"/> that facilitates the movement of hit objects.
/// </summary>
/// <param name="controlPoint">The <see cref="MultiplierControlPoint"/> that provides the speed adjustments for the hitobjects.</param>
/// <returns>The <see cref="SpeedAdjustmentContainer"/>.</returns>
protected virtual SpeedAdjustmentContainer CreateSpeedAdjustmentContainer(MultiplierControlPoint controlPoint) => new SpeedAdjustmentContainer(controlPoint);
}
}