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A replay frame processed in CatchInputManager is applied to catcher in `CatcherArea`. The catcher position is then used for the catching logic for each hit object under `HitObjectContainer`. Thus, if `HitObjectContainer` came before `CatcherArea`, the replay input is delayed one frame. That was one reason why the catch autoplay misses hit objects (especially when fast-forwarded).
96 lines
3.7 KiB
C#
96 lines
3.7 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;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public class CatchPlayfield : ScrollingPlayfield
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{
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/// <summary>
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/// The width of the playfield.
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/// The horizontal movement of the catcher is confined in the area of this width.
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/// </summary>
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public const float WIDTH = 512;
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/// <summary>
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/// The center position of the playfield.
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/// </summary>
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public const float CENTER_X = WIDTH / 2;
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internal readonly CatcherArea CatcherArea;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
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// only check the X position; handle all vertical space.
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base.ReceivePositionalInputAt(new Vector2(screenSpacePos.X, ScreenSpaceDrawQuad.Centre.Y));
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public CatchPlayfield(BeatmapDifficulty difficulty, Func<CatchHitObject, DrawableHitObject<CatchHitObject>> createDrawableRepresentation)
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{
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var droppedObjectContainer = new Container<CaughtObject>
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{
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RelativeSizeAxes = Axes.Both,
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};
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CatcherArea = new CatcherArea(droppedObjectContainer, difficulty)
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.TopLeft,
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};
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InternalChildren = new[]
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{
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droppedObjectContainer,
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CatcherArea.MovableCatcher.CreateProxiedContent(),
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HitObjectContainer.CreateProxy(),
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// This ordering (`CatcherArea` before `HitObjectContainer`) is important to
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// make sure the up-to-date catcher position is used for the catcher catching logic of hit objects.
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CatcherArea,
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HitObjectContainer,
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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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RegisterPool<Droplet, DrawableDroplet>(50);
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RegisterPool<TinyDroplet, DrawableTinyDroplet>(50);
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RegisterPool<Fruit, DrawableFruit>(100);
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RegisterPool<Banana, DrawableBanana>(100);
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RegisterPool<JuiceStream, DrawableJuiceStream>(10);
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RegisterPool<BananaShower, DrawableBananaShower>(2);
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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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// these subscriptions need to be done post constructor to ensure externally bound components have a chance to populate required fields (ScoreProcessor / ComboAtJudgement in this case).
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NewResult += onNewResult;
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RevertResult += onRevertResult;
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}
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protected override void OnNewDrawableHitObject(DrawableHitObject d)
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{
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((DrawableCatchHitObject)d).CheckPosition = checkIfWeCanCatch;
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}
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private bool checkIfWeCanCatch(CatchHitObject obj) => CatcherArea.MovableCatcher.CanCatch(obj);
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private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
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=> CatcherArea.OnNewResult((DrawableCatchHitObject)judgedObject, result);
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private void onRevertResult(DrawableHitObject judgedObject, JudgementResult result)
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=> CatcherArea.OnRevertResult((DrawableCatchHitObject)judgedObject, result);
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}
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}
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