mirror of https://github.com/ppy/osu
190 lines
7.7 KiB
C#
190 lines
7.7 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Input;
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using osu.Framework.Platform;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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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.Mania.Beatmaps;
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using osu.Game.Rulesets.Mania.Configuration;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Mania.Skinning;
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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.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.Screens.Play;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Mania.UI
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{
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[Cached]
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public partial class DrawableManiaRuleset : DrawableScrollingRuleset<ManiaHitObject>
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{
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/// <summary>
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/// The minimum time range. This occurs at a <see cref="ManiaRulesetSetting.ScrollSpeed"/> of 40.
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/// </summary>
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public const double MIN_TIME_RANGE = 290;
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/// <summary>
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/// The maximum time range. This occurs with a <see cref="ManiaRulesetSetting.ScrollSpeed"/> of 1.
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/// </summary>
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public const double MAX_TIME_RANGE = 11485;
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public new ManiaPlayfield Playfield => (ManiaPlayfield)base.Playfield;
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public new ManiaBeatmap Beatmap => (ManiaBeatmap)base.Beatmap;
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public IEnumerable<BarLine> BarLines;
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protected override bool RelativeScaleBeatLengths => true;
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protected new ManiaRulesetConfigManager Config => (ManiaRulesetConfigManager)base.Config;
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private readonly Bindable<ManiaScrollingDirection> configDirection = new Bindable<ManiaScrollingDirection>();
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private readonly BindableInt configScrollSpeed = new BindableInt();
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private double currentTimeRange;
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protected double TargetTimeRange;
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// Stores the current speed adjustment active in gameplay.
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private readonly Track speedAdjustmentTrack = new TrackVirtual(0);
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private ISkinSource currentSkin = null!;
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[Resolved]
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private GameHost gameHost { get; set; } = null!;
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public DrawableManiaRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod>? mods = null)
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: base(ruleset, beatmap, mods)
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{
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BarLines = new BarLineGenerator<BarLine>(Beatmap).BarLines;
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TimeRange.MinValue = 1;
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TimeRange.MaxValue = MAX_TIME_RANGE;
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}
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[BackgroundDependencyLoader]
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private void load(ISkinSource source)
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{
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currentSkin = source;
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currentSkin.SourceChanged += onSkinChange;
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skinChanged();
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foreach (var mod in Mods.OfType<IApplicableToTrack>())
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mod.ApplyToTrack(speedAdjustmentTrack);
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bool isForCurrentRuleset = Beatmap.BeatmapInfo.Ruleset.Equals(Ruleset.RulesetInfo);
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foreach (var p in ControlPoints)
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{
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// Mania doesn't care about global velocity
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p.Velocity = 1;
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p.BaseBeatLength *= Beatmap.Difficulty.SliderMultiplier;
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// For non-mania beatmap, speed changes should only happen through timing points
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if (!isForCurrentRuleset)
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p.EffectPoint = new EffectControlPoint();
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}
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BarLines.ForEach(Playfield.Add);
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Config.BindWith(ManiaRulesetSetting.ScrollDirection, configDirection);
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configDirection.BindValueChanged(direction => Direction.Value = (ScrollingDirection)direction.NewValue, true);
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Config.BindWith(ManiaRulesetSetting.ScrollSpeed, configScrollSpeed);
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configScrollSpeed.BindValueChanged(speed => TargetTimeRange = ComputeScrollTime(speed.NewValue));
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TimeRange.Value = TargetTimeRange = currentTimeRange = ComputeScrollTime(configScrollSpeed.Value);
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KeyBindingInputManager.Add(new ManiaTouchInputArea());
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}
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protected override void AdjustScrollSpeed(int amount) => configScrollSpeed.Value += amount;
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protected override void Update()
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{
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base.Update();
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updateTimeRange();
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}
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private ScheduledDelegate? pendingSkinChange;
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private float hitPosition;
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private void onSkinChange()
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{
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// schedule required to avoid calls after disposed.
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// note that this has the side-effect of components only performing a skin change when they are alive.
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pendingSkinChange?.Cancel();
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pendingSkinChange = Scheduler.Add(skinChanged);
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}
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private void skinChanged()
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{
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hitPosition = currentSkin.GetConfig<ManiaSkinConfigurationLookup, float>(
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new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.HitPosition))?.Value
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?? Stage.HIT_TARGET_POSITION;
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pendingSkinChange = null;
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}
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private void updateTimeRange()
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{
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const float length_to_default_hit_position = 768 - LegacyManiaSkinConfiguration.DEFAULT_HIT_POSITION;
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float lengthToHitPosition = 768 - hitPosition;
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// This scaling factor preserves the scroll speed as the scroll length varies from changes to the hit position.
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float scale = lengthToHitPosition / length_to_default_hit_position;
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// we're intentionally using the game host's update clock here to decouple the time range tween from the gameplay clock (which can be arbitrarily paused, or even rewinding)
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currentTimeRange = Interpolation.DampContinuously(currentTimeRange, TargetTimeRange, 50, gameHost.UpdateThread.Clock.ElapsedFrameTime);
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TimeRange.Value = currentTimeRange * speedAdjustmentTrack.AggregateTempo.Value * speedAdjustmentTrack.AggregateFrequency.Value * scale;
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}
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/// <summary>
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/// Computes a scroll time (in milliseconds) from a scroll speed in the range of 1-40.
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/// </summary>
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/// <param name="scrollSpeed">The scroll speed.</param>
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/// <returns>The scroll time.</returns>
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public static double ComputeScrollTime(int scrollSpeed) => MAX_TIME_RANGE / scrollSpeed;
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new ManiaPlayfieldAdjustmentContainer();
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protected override Playfield CreatePlayfield() => new ManiaPlayfield(Beatmap.Stages);
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public override int Variant => (int)(Beatmap.Stages.Count == 1 ? PlayfieldType.Single : PlayfieldType.Dual) + Beatmap.TotalColumns;
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protected override PassThroughInputManager CreateInputManager() => new ManiaInputManager(Ruleset.RulesetInfo, Variant);
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public override DrawableHitObject<ManiaHitObject>? CreateDrawableRepresentation(ManiaHitObject h) => null;
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protected override ReplayInputHandler CreateReplayInputHandler(Replay replay) => new ManiaFramedReplayInputHandler(replay);
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protected override ReplayRecorder CreateReplayRecorder(Score score) => new ManiaReplayRecorder(score);
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protected override ResumeOverlay CreateResumeOverlay() => new DelayedResumeOverlay();
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (currentSkin.IsNotNull())
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currentSkin.SourceChanged -= onSkinChange;
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}
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}
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}
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