mirror of https://github.com/ppy/osu
153 lines
4.7 KiB
C#
153 lines
4.7 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.Linq;
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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.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
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{
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public class LegacyTaikoScroller : CompositeDrawable
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{
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public Bindable<JudgementResult> LastResult = new Bindable<JudgementResult>();
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public LegacyTaikoScroller()
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{
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader(true)]
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private void load(GameplayBeatmap gameplayBeatmap)
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{
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if (gameplayBeatmap != null)
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((IBindable<JudgementResult>)LastResult).BindTo(gameplayBeatmap.LastJudgementResult);
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}
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private bool passing;
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protected override void LoadComplete()
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{
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base.LoadComplete();
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LastResult.BindValueChanged(result =>
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{
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var r = result.NewValue;
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// always ignore hitobjects that don't affect combo (drumroll ticks etc.)
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if (r?.Type.AffectsCombo() == false)
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return;
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passing = r == null || r.IsHit;
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foreach (var sprite in InternalChildren.OfType<ScrollerSprite>())
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sprite.Passing = passing;
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}, true);
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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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// store X before checking wide enough so if we perform layout there is no positional discrepancy.
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float currentX = (InternalChildren.FirstOrDefault()?.X ?? 0) - (float)Clock.ElapsedFrameTime * 0.1f;
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// ensure we have enough sprites
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if (!InternalChildren.Any()
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|| InternalChildren.First().ScreenSpaceDrawQuad.Width * InternalChildren.Count < ScreenSpaceDrawQuad.Width * 2)
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AddInternal(new ScrollerSprite { Passing = passing });
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var first = InternalChildren.First();
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var last = InternalChildren.Last();
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foreach (var sprite in InternalChildren)
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{
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// add the x coordinates and perform re-layout on all sprites as spacing may change with gameplay scale.
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sprite.X = currentX;
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currentX += sprite.DrawWidth;
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}
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if (first.ScreenSpaceDrawQuad.TopLeft.X >= ScreenSpaceDrawQuad.TopLeft.X)
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{
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foreach (var internalChild in InternalChildren)
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internalChild.X -= first.DrawWidth;
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}
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if (last.ScreenSpaceDrawQuad.TopRight.X <= ScreenSpaceDrawQuad.TopRight.X)
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{
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foreach (var internalChild in InternalChildren)
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internalChild.X += first.DrawWidth;
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}
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}
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private class ScrollerSprite : CompositeDrawable
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{
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private Sprite passingSprite;
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private Sprite failingSprite;
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private bool passing = true;
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public bool Passing
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{
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get => passing;
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set
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{
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if (value == passing)
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return;
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passing = value;
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if (IsLoaded)
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updatePassing();
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}
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
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{
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AutoSizeAxes = Axes.X;
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RelativeSizeAxes = Axes.Y;
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FillMode = FillMode.Fit;
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InternalChildren = new Drawable[]
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{
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passingSprite = new Sprite { Texture = skin.GetTexture("taiko-slider") },
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failingSprite = new Sprite { Texture = skin.GetTexture("taiko-slider-fail"), Alpha = 0 },
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};
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updatePassing();
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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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foreach (var c in InternalChildren)
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c.Scale = new Vector2(DrawHeight / c.Height);
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}
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private void updatePassing()
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{
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if (passing)
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{
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passingSprite.Show();
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failingSprite.FadeOut(200);
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}
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else
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{
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failingSprite.FadeIn(200);
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passingSprite.Delay(200).FadeOut();
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}
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}
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}
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}
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}
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