mirror of https://github.com/ppy/osu
381 lines
13 KiB
C#
381 lines
13 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.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.Input.Bindings;
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using osu.Framework.Input.Events;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Mania.Skinning.Default;
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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.Scoring;
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using osu.Game.Rulesets.UI.Scrolling;
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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.Mania.Objects.Drawables
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{
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/// <summary>
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/// Visualises a <see cref="HoldNote"/> hit object.
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/// </summary>
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public partial class DrawableHoldNote : DrawableManiaHitObject<HoldNote>, IKeyBindingHandler<ManiaAction>
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{
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public override bool DisplayResult => false;
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public IBindable<bool> IsHitting => isHitting;
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private readonly Bindable<bool> isHitting = new Bindable<bool>();
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public DrawableHoldNoteHead Head => headContainer.Child;
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public DrawableHoldNoteTail Tail => tailContainer.Child;
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public DrawableHoldNoteBody Body => bodyContainer.Child;
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private Container<DrawableHoldNoteHead> headContainer;
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private Container<DrawableHoldNoteTail> tailContainer;
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private Container<DrawableHoldNoteBody> bodyContainer;
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private PausableSkinnableSound slidingSample;
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/// <summary>
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/// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed.
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/// </summary>
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private Container sizingContainer;
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/// <summary>
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/// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of <see cref="sizingContainer"/>.
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/// </summary>
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private Container maskingContainer;
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private SkinnableDrawable bodyPiece;
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/// <summary>
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/// Time at which the user started holding this hold note. Null if the user is not holding this hold note.
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/// </summary>
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public double? HoldStartTime { get; private set; }
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/// <summary>
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/// Used to decide whether to visually clamp the hold note to the judgement line.
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/// </summary>
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private double? releaseTime;
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public DrawableHoldNote()
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: this(null)
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{
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}
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public DrawableHoldNote(HoldNote hitObject)
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: base(hitObject)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Container maskedContents;
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AddRangeInternal(new Drawable[]
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{
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sizingContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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maskingContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Child = maskedContents = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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}
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},
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headContainer = new Container<DrawableHoldNoteHead> { RelativeSizeAxes = Axes.Both }
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}
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},
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bodyContainer = new Container<DrawableHoldNoteBody> { RelativeSizeAxes = Axes.Both },
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bodyPiece = new SkinnableDrawable(new ManiaSkinComponentLookup(ManiaSkinComponents.HoldNoteBody), _ => new DefaultBodyPiece
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{
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RelativeSizeAxes = Axes.Both,
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})
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{
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RelativeSizeAxes = Axes.X
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},
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tailContainer = new Container<DrawableHoldNoteTail> { RelativeSizeAxes = Axes.Both },
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slidingSample = new PausableSkinnableSound
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{
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Looping = true,
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MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME,
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}
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});
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maskedContents.AddRange(new[]
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{
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bodyPiece.CreateProxy(),
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tailContainer.CreateProxy(),
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});
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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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isHitting.BindValueChanged(updateSlidingSample, true);
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}
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protected override void OnApply()
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{
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base.OnApply();
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sizingContainer.Size = Vector2.One;
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HoldStartTime = null;
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releaseTime = null;
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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 DrawableHoldNoteHead head:
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headContainer.Child = head;
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break;
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case DrawableHoldNoteTail tail:
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tailContainer.Child = tail;
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break;
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case DrawableHoldNoteBody body:
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bodyContainer.Child = body;
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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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headContainer.Clear(false);
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tailContainer.Clear(false);
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bodyContainer.Clear(false);
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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 TailNote tail:
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return new DrawableHoldNoteTail(tail);
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case HeadNote head:
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return new DrawableHoldNoteHead(head);
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case HoldNoteBody body:
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return new DrawableHoldNoteBody(body);
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}
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return base.CreateNestedHitObject(hitObject);
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}
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protected override void OnDirectionChanged(ValueChangedEvent<ScrollingDirection> e)
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{
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base.OnDirectionChanged(e);
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if (e.NewValue == ScrollingDirection.Up)
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{
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bodyPiece.Anchor = bodyPiece.Origin = Anchor.TopLeft;
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sizingContainer.Anchor = sizingContainer.Origin = Anchor.BottomLeft;
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}
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else
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{
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bodyPiece.Anchor = bodyPiece.Origin = Anchor.BottomLeft;
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sizingContainer.Anchor = sizingContainer.Origin = Anchor.TopLeft;
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}
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}
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public override void PlaySamples()
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{
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// Samples are played by the head/tail notes.
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}
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public override void OnKilled()
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{
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base.OnKilled();
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(bodyPiece.Drawable as IHoldNoteBody)?.Recycle();
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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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if (Time.Current < releaseTime)
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releaseTime = null;
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if (Time.Current < HoldStartTime)
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endHold();
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// Pad the full size container so its contents (i.e. the masking container) reach under the tail.
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// This is required for the tail to not be masked away, since it lies outside the bounds of the hold note.
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sizingContainer.Padding = new MarginPadding
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{
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Top = Direction.Value == ScrollingDirection.Down ? -Tail.Height : 0,
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Bottom = Direction.Value == ScrollingDirection.Up ? -Tail.Height : 0,
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};
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// Pad the masking container to the starting position of the body piece (half-way under the head).
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// This is required to make the body start getting masked immediately as soon as the note is held.
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maskingContainer.Padding = new MarginPadding
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{
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Top = Direction.Value == ScrollingDirection.Up ? Head.Height / 2 : 0,
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Bottom = Direction.Value == ScrollingDirection.Down ? Head.Height / 2 : 0,
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};
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// Position and resize the body to lie half-way under the head and the tail notes.
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// The rationale for this is account for heads/tails with corner radius.
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bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
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bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
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if (Time.Current >= HitObject.StartTime)
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{
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// As the note is being held, adjust the size of the sizing container. This has two effects:
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// 1. The contained masking container will mask the body and ticks.
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// 2. The head note will move along with the new "head position" in the container.
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//
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// As per stable, this should not apply for early hits, waiting until the object starts to touch the
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// judgement area first.
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if (Head.IsHit && releaseTime == null && DrawHeight > 0)
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{
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// How far past the hit target this hold note is.
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float yOffset = Direction.Value == ScrollingDirection.Up ? -Y : Y;
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sizingContainer.Height = 1 - yOffset / DrawHeight;
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}
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}
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else
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sizingContainer.Height = 1;
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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 (Tail.AllJudged)
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{
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if (Tail.IsHit)
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ApplyMaxResult();
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else
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MissForcefully();
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}
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// Make sure that the hold note is fully judged by giving the body a judgement.
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if (Tail.AllJudged && !Body.AllJudged)
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Body.TriggerResult(Tail.IsHit);
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}
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public override void MissForcefully()
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{
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base.MissForcefully();
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// Important that this is always called when a result is applied.
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endHold();
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}
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public bool OnPressed(KeyBindingPressEvent<ManiaAction> e)
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{
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if (AllJudged)
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return false;
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if (e.Action != Action.Value)
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return false;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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return false;
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if (CheckHittable?.Invoke(this, Time.Current) == false)
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return false;
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// The tail has a lenience applied to it which is factored into the miss window (i.e. the miss judgement will be delayed).
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// But the hold cannot ever be started within the late-lenience window, so we should skip trying to begin the hold during that time.
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// Note: Unlike below, we use the tail's start time to determine the time offset.
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if (Time.Current > Tail.HitObject.StartTime && !Tail.HitObject.HitWindows.CanBeHit(Time.Current - Tail.HitObject.StartTime))
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return false;
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beginHoldAt(Time.Current - Head.HitObject.StartTime);
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return Head.UpdateResult();
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}
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private void beginHoldAt(double timeOffset)
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{
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if (timeOffset < -Head.HitObject.HitWindows.WindowFor(HitResult.Miss))
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return;
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HoldStartTime = Time.Current;
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isHitting.Value = true;
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}
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public void OnReleased(KeyBindingReleaseEvent<ManiaAction> e)
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{
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if (AllJudged)
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return;
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if (e.Action != Action.Value)
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return;
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// do not run any of this logic when rewinding, as it inverts order of presses/releases.
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if ((Clock as IGameplayClock)?.IsRewinding == true)
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return;
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// When our action is released and we are in the middle of a hold, there's a chance that
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// the user has released too early (before the tail).
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//
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// In such a case, we want to record this against the DrawableHoldNoteBody.
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if (HoldStartTime != null)
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{
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Tail.UpdateResult();
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Body.TriggerResult(Tail.IsHit);
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endHold();
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releaseTime = Time.Current;
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}
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}
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private void endHold()
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{
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HoldStartTime = null;
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isHitting.Value = false;
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}
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protected override void LoadSamples()
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{
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// Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being.
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slidingSample.Samples = HitObject.CreateSlidingSamples().Cast<ISampleInfo>().ToArray();
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}
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public override void StopAllSamples()
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{
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base.StopAllSamples();
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slidingSample?.Stop();
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}
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private void updateSlidingSample(ValueChangedEvent<bool> tracking)
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{
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if (tracking.NewValue)
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slidingSample?.Play();
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else
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slidingSample?.Stop();
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}
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protected override void OnFree()
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{
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slidingSample.ClearSamples();
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base.OnFree();
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}
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}
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}
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