mirror of https://github.com/ppy/osu
154 lines
4.8 KiB
C#
154 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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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.MathUtils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK.Graphics;
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using osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Taiko.Objects.Drawables
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{
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public class DrawableDrumRoll : DrawableTaikoHitObject<DrumRoll>
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{
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/// <summary>
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/// Number of rolling hits required to reach the dark/final colour.
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/// </summary>
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private const int rolling_hits_for_engaged_colour = 5;
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/// <summary>
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/// Rolling number of tick hits. This increases for hits and decreases for misses.
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/// </summary>
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private int rollingHits;
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private readonly Container<DrawableDrumRollTick> tickContainer;
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private Color4 colourIdle;
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private Color4 colourEngaged;
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public DrawableDrumRoll(DrumRoll drumRoll)
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: base(drumRoll)
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{
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RelativeSizeAxes = Axes.Y;
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MainPiece.Add(tickContainer = new Container<DrawableDrumRollTick> { RelativeSizeAxes = Axes.Both });
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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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MainPiece.AccentColour = colourIdle = colours.YellowDark;
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colourEngaged = colours.YellowDarker;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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OnNewResult += onNewResult;
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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{
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base.AddNestedHitObject(hitObject);
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switch (hitObject)
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{
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case DrawableDrumRollTick tick:
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tickContainer.Add(tick);
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break;
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}
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}
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protected override void ClearNestedHitObjects()
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{
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base.ClearNestedHitObjects();
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tickContainer.Clear();
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}
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protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case DrumRollTick tick:
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return new DrawableDrumRollTick(tick);
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}
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return base.CreateNestedHitObject(hitObject);
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}
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protected override TaikoPiece CreateMainPiece() => new ElongatedCirclePiece();
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public override bool OnPressed(TaikoAction action) => false;
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private void onNewResult(DrawableHitObject obj, JudgementResult result)
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{
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if (!(obj is DrawableDrumRollTick))
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return;
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if (result.Type > HitResult.Miss)
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rollingHits++;
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else
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rollingHits--;
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rollingHits = Math.Clamp(rollingHits, 0, rolling_hits_for_engaged_colour);
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Color4 newColour = Interpolation.ValueAt((float)rollingHits / rolling_hits_for_engaged_colour, colourIdle, colourEngaged, 0, 1);
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MainPiece.FadeAccent(newColour, 100);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (userTriggered)
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return;
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if (timeOffset < 0)
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return;
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int countHit = NestedHitObjects.Count(o => o.IsHit);
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if (countHit >= HitObject.RequiredGoodHits)
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ApplyResult(r => r.Type = countHit >= HitObject.RequiredGreatHits ? HitResult.Great : HitResult.Good);
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else
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ApplyResult(r => r.Type = HitResult.Miss);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Hit:
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case ArmedState.Miss:
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this.Delay(HitObject.Duration).FadeOut(100);
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break;
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}
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}
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protected override DrawableStrongNestedHit CreateStrongHit(StrongHitObject hitObject) => new StrongNestedHit(hitObject, this);
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private class StrongNestedHit : DrawableStrongNestedHit
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{
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public StrongNestedHit(StrongHitObject strong, DrawableDrumRoll drumRoll)
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: base(strong, drumRoll)
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{
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (!MainObject.Judged)
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return;
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ApplyResult(r => r.Type = MainObject.IsHit ? HitResult.Great : HitResult.Miss);
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}
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public override bool OnPressed(TaikoAction action) => false;
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}
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}
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}
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