osu/osu.Game.Rulesets.Taiko/Objects/Drawables/DrawableSwell.cs

318 lines
10 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Taiko.Skinning.Default;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables
{
public partial class DrawableSwell : DrawableTaikoHitObject<Swell>
{
private const float target_ring_thick_border = 1.4f;
private const float target_ring_thin_border = 1f;
private const float target_ring_scale = 5f;
private const float inner_ring_alpha = 0.65f;
/// <summary>
/// Offset away from the start time of the swell at which the ring starts appearing.
/// </summary>
private const double ring_appear_offset = 100;
private readonly Container<DrawableSwellTick> ticks;
private readonly Container bodyContainer;
private readonly CircularContainer targetRing;
private readonly CircularContainer expandingRing;
private double? lastPressHandleTime;
public override bool DisplayResult => false;
/// <summary>
/// Whether the player must alternate centre and rim hits.
/// </summary>
public bool MustAlternate { get; internal set; } = true;
public DrawableSwell()
: this(null)
{
}
public DrawableSwell([CanBeNull] Swell swell)
: base(swell)
{
FillMode = FillMode.Fit;
Content.Add(bodyContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Depth = 1,
Children = new Drawable[]
{
expandingRing = new CircularContainer
{
Name = "Expanding ring",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 0,
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Masking = true,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = inner_ring_alpha,
}
}
},
targetRing = new CircularContainer
{
Name = "Target ring (thick border)",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = target_ring_thick_border,
Blending = BlendingParameters.Additive,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
},
new CircularContainer
{
Name = "Target ring (thin border)",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
BorderThickness = target_ring_thin_border,
BorderColour = Color4.White,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
}
}
}
}
}
}
});
AddInternal(ticks = new Container<DrawableSwellTick> { RelativeSizeAxes = Axes.Both });
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
expandingRing.Colour = colours.YellowLight;
targetRing.BorderColour = colours.YellowDark.Opacity(0.25f);
}
protected override SkinnableDrawable CreateMainPiece() => new SkinnableDrawable(new TaikoSkinComponentLookup(TaikoSkinComponents.Swell),
_ => new SwellCirclePiece
{
// to allow for rotation transform
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
protected override void OnFree()
{
base.OnFree();
UnproxyContent();
lastWasCentre = null;
lastPressHandleTime = null;
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
switch (hitObject)
{
case DrawableSwellTick tick:
ticks.Add(tick);
break;
}
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
ticks.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case SwellTick tick:
return new DrawableSwellTick(tick);
}
return base.CreateNestedHitObject(hitObject);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered)
{
DrawableSwellTick nextTick = null;
foreach (var t in ticks)
{
if (!t.Result.HasResult)
{
nextTick = t;
break;
}
}
nextTick?.TriggerResult(true);
int numHits = ticks.Count(r => r.IsHit);
float completion = (float)numHits / HitObject.RequiredHits;
expandingRing
.FadeTo(expandingRing.Alpha + Math.Clamp(completion / 16, 0.1f, 0.6f), 50)
.Then()
.FadeTo(completion / 8, 2000, Easing.OutQuint);
MainPiece.Drawable.RotateTo((float)(completion * HitObject.Duration / 8), 4000, Easing.OutQuint);
expandingRing.ScaleTo(1f + Math.Min(target_ring_scale - 1f, (target_ring_scale - 1f) * completion * 1.3f), 260, Easing.OutQuint);
if (numHits == HitObject.RequiredHits)
ApplyMaxResult();
}
else
{
if (timeOffset < 0)
return;
int numHits = 0;
foreach (var tick in ticks)
{
if (tick.IsHit)
{
numHits++;
continue;
}
if (!tick.Result.HasResult)
tick.TriggerResult(false);
}
if (numHits == HitObject.RequiredHits)
ApplyMaxResult();
else
ApplyMinResult();
}
}
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
using (BeginDelayedSequence(-ring_appear_offset))
targetRing.ScaleTo(target_ring_scale, 400, Easing.OutQuint);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
const double transition_duration = 300;
switch (state)
{
case ArmedState.Idle:
expandingRing.FadeTo(0);
break;
case ArmedState.Miss:
case ArmedState.Hit:
this.FadeOut(transition_duration, Easing.Out);
bodyContainer.ScaleTo(1.4f, transition_duration);
break;
}
}
protected override void Update()
{
base.Update();
Size = BaseSize * Parent!.RelativeChildSize;
// Make the swell stop at the hit target
X = Math.Max(0, X);
if (Time.Current >= HitObject.StartTime - ring_appear_offset)
ProxyContent();
else
UnproxyContent();
if ((Clock as IGameplayClock)?.IsRewinding == true)
lastPressHandleTime = null;
}
private bool? lastWasCentre;
public override bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
{
// Don't handle keys before the swell starts
if (Time.Current < HitObject.StartTime)
return false;
if (AllJudged)
return false;
bool isCentre = e.Action == TaikoAction.LeftCentre || e.Action == TaikoAction.RightCentre;
// Ensure alternating centre and rim hits
if (lastWasCentre == isCentre && MustAlternate)
return false;
// If we've already successfully judged a tick this frame, do not judge more.
// Note that the ordering is important here - this is intentionally placed after the alternating check.
// That is done to prevent accidental double inputs blocking simultaneous but legitimate hits from registering.
if (lastPressHandleTime == Time.Current)
return true;
lastWasCentre = isCentre;
lastPressHandleTime = Time.Current;
UpdateResult(true);
return true;
}
}
}