mirror of
https://github.com/ppy/osu
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b77f08941c
Fixes #1911. This follows what osu!stable does, which is rather unfortunate, since it just plays _every_ sound for the note :|.
286 lines
10 KiB
C#
286 lines
10 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Extensions.Color4Extensions;
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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.Shapes;
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using osu.Framework.Graphics.Colour;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using System;
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using System.Linq;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.UI.Scrolling;
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namespace osu.Game.Rulesets.Mania.UI
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{
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public class Column : ScrollingPlayfield, IKeyBindingHandler<ManiaAction>, IHasAccentColour
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{
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private const float key_icon_size = 10;
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private const float key_icon_corner_radius = 3;
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private const float key_icon_border_radius = 2;
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private const float hit_target_height = 10;
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private const float hit_target_bar_height = 2;
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private const float column_width = 45;
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private const float special_column_width = 70;
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public ManiaAction Action;
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private readonly Box background;
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private readonly Container hitTargetBar;
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private readonly Container keyIcon;
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internal readonly Container TopLevelContainer;
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private readonly Container explosionContainer;
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protected override Container<Drawable> Content => content;
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private readonly Container<Drawable> content;
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private const float opacity_released = 0.1f;
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private const float opacity_pressed = 0.25f;
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public Column()
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: base(ScrollingDirection.Up)
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{
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RelativeSizeAxes = Axes.Y;
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Width = column_width;
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InternalChildren = new Drawable[]
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{
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background = new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Alpha = opacity_released
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},
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new Container
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{
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Name = "Hit target + hit objects",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Top = ManiaStage.HIT_TARGET_POSITION },
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Children = new Drawable[]
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{
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new Container
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{
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Name = "Hit target",
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RelativeSizeAxes = Axes.X,
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Height = hit_target_height,
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Children = new Drawable[]
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{
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new Box
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{
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Name = "Background",
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Black
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},
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hitTargetBar = new Container
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{
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Name = "Bar",
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RelativeSizeAxes = Axes.X,
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Height = hit_target_bar_height,
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Masking = true,
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both
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}
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}
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}
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}
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},
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content = new Container
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{
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Name = "Hit objects",
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RelativeSizeAxes = Axes.Both,
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},
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// For column lighting, we need to capture input events before the notes
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new InputTarget
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{
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Pressed = onPressed,
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Released = onReleased
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},
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explosionContainer = new Container
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{
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Name = "Hit explosions",
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RelativeSizeAxes = Axes.Both
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}
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}
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},
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new Container
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{
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Name = "Key",
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RelativeSizeAxes = Axes.X,
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Height = ManiaStage.HIT_TARGET_POSITION,
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Children = new Drawable[]
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{
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new Box
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{
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Name = "Key gradient",
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4.Black, Color4.Black.Opacity(0)),
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Alpha = 0.5f
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},
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keyIcon = new Container
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{
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Name = "Key icon",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(key_icon_size),
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Masking = true,
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CornerRadius = key_icon_corner_radius,
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BorderThickness = 2,
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BorderColour = Color4.White, // Not true
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Children = new[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0,
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AlwaysPresent = true
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}
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}
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}
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}
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},
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TopLevelContainer = new Container { RelativeSizeAxes = Axes.Both }
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};
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TopLevelContainer.Add(explosionContainer.CreateProxy());
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}
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public override Axes RelativeSizeAxes => Axes.Y;
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private bool isSpecial;
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public bool IsSpecial
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{
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get { return isSpecial; }
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set
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{
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if (isSpecial == value)
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return;
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isSpecial = value;
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Width = isSpecial ? special_column_width : column_width;
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}
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}
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private Color4 accentColour;
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public Color4 AccentColour
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{
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get { return accentColour; }
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set
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{
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if (accentColour == value)
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return;
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accentColour = value;
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background.Colour = accentColour;
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hitTargetBar.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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keyIcon.EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Glow,
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Radius = 5,
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Colour = accentColour.Opacity(0.5f),
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};
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}
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}
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/// <summary>
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/// Adds a DrawableHitObject to this Playfield.
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/// </summary>
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/// <param name="hitObject">The DrawableHitObject to add.</param>
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public override void Add(DrawableHitObject hitObject)
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{
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hitObject.Depth = (float)hitObject.HitObject.StartTime;
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hitObject.AccentColour = AccentColour;
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hitObject.OnJudgement += OnJudgement;
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HitObjects.Add(hitObject);
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}
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internal void OnJudgement(DrawableHitObject judgedObject, Judgement judgement)
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{
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if (!judgement.IsHit)
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return;
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explosionContainer.Add(new HitExplosion(judgedObject));
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}
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private bool onPressed(ManiaAction action)
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{
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if (action == Action)
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{
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background.FadeTo(opacity_pressed, 50, Easing.OutQuint);
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keyIcon.ScaleTo(1.4f, 50, Easing.OutQuint);
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}
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return false;
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}
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private bool onReleased(ManiaAction action)
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{
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if (action == Action)
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{
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background.FadeTo(opacity_released, 800, Easing.OutQuart);
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keyIcon.ScaleTo(1f, 400, Easing.OutQuart);
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}
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return false;
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}
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/// <summary>
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/// This is a simple container which delegates various input events that have to be captured before the notes.
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/// </summary>
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private class InputTarget : Container, IKeyBindingHandler<ManiaAction>
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{
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public Func<ManiaAction, bool> Pressed;
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public Func<ManiaAction, bool> Released;
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public InputTarget()
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{
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RelativeSizeAxes = Axes.Both;
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AlwaysPresent = true;
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Alpha = 0;
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}
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public bool OnPressed(ManiaAction action) => Pressed?.Invoke(action) ?? false;
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public bool OnReleased(ManiaAction action) => Released?.Invoke(action) ?? false;
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}
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public bool OnPressed(ManiaAction action)
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{
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// Play the sounds of the next hitobject
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if (HitObjects.AliveObjects.Any())
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{
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// If there are alive hitobjects, we can abuse the fact that AliveObjects are sorted by time (see: Add())
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HitObjects.AliveObjects.First().PlaySamples();
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}
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else
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{
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// If not, we do a slow search - we might want to do a BinarySearch here if this becomes problematic
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// We fallback to LastOrDefault() if we're beyond the last note in the map
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var hitObject = HitObjects.Objects.FirstOrDefault(h => h.HitObject.StartTime > Time.Current) ?? HitObjects.Objects.LastOrDefault();
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hitObject?.PlaySamples();
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}
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return false;
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}
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public bool OnReleased(ManiaAction action) => false;
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}
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}
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