mirror of
https://github.com/ppy/osu
synced 2024-12-12 18:07:52 +00:00
80 lines
3.3 KiB
C#
80 lines
3.3 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.
|
|
|
|
using System.Linq;
|
|
using osu.Framework.Allocation;
|
|
using osu.Game.Audio;
|
|
using osu.Game.Rulesets.Taiko.Objects;
|
|
using osu.Game.Rulesets.Taiko.UI;
|
|
using osu.Game.Rulesets.UI;
|
|
using osu.Game.Skinning;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
|
|
{
|
|
internal partial class ArgonFlourishTriggerSource : DrumSampleTriggerSource
|
|
{
|
|
private readonly HitObjectContainer hitObjectContainer;
|
|
|
|
[Resolved]
|
|
private ISkinSource skinSource { get; set; } = null!;
|
|
|
|
/// <summary>
|
|
/// The minimum time to leave between flourishes that are added to strong rim hits.
|
|
/// </summary>
|
|
private const double time_between_flourishes = 2000;
|
|
|
|
public ArgonFlourishTriggerSource(HitObjectContainer hitObjectContainer)
|
|
: base(hitObjectContainer)
|
|
{
|
|
this.hitObjectContainer = hitObjectContainer;
|
|
}
|
|
|
|
public override void Play(HitType hitType, bool strong)
|
|
{
|
|
TaikoHitObject? hitObject = GetMostValidObject() as TaikoHitObject;
|
|
|
|
if (hitObject == null)
|
|
return;
|
|
|
|
var originalSample = hitObject.CreateHitSampleInfo(hitType == HitType.Rim ? HitSampleInfo.HIT_CLAP : HitSampleInfo.HIT_NORMAL);
|
|
|
|
// If the sample is provided by a legacy skin, we should not try and do anything special.
|
|
if (skinSource.FindProvider(s => s.GetSample(originalSample) != null) is LegacySkinTransformer)
|
|
return;
|
|
|
|
if (strong && hitType == HitType.Rim && canPlayFlourish(hitObject))
|
|
PlaySamples(new ISampleInfo[] { new VolumeAwareHitSampleInfo(hitObject.CreateHitSampleInfo(HitSampleInfo.HIT_FLOURISH), true) });
|
|
}
|
|
|
|
private bool canPlayFlourish(TaikoHitObject hitObject)
|
|
{
|
|
double? lastFlourish = null;
|
|
|
|
var hitObjects = hitObjectContainer.AliveObjects
|
|
.Reverse()
|
|
.Select(d => d.HitObject)
|
|
.OfType<Hit>()
|
|
.Where(h => h.IsStrong && h.Type == HitType.Rim);
|
|
|
|
// Add an additional 'flourish' sample to strong rim hits (that are at least `time_between_flourishes` apart).
|
|
// This is applied to hitobjects in reverse order, as to sound more musically coherent by biasing towards to
|
|
// end of groups/combos of strong rim hits instead of the start.
|
|
foreach (var h in hitObjects)
|
|
{
|
|
bool canFlourish = lastFlourish == null || lastFlourish - h.StartTime >= time_between_flourishes;
|
|
|
|
if (canFlourish)
|
|
lastFlourish = h.StartTime;
|
|
|
|
// hitObject can be either the strong hit itself (if hit late), or its nested strong object (if hit early)
|
|
// due to `GetMostValidObject()` idiosyncrasies.
|
|
// whichever it is, if we encounter it during iteration, stop looking.
|
|
if (h == hitObject || h.NestedHitObjects.Contains(hitObject))
|
|
return canFlourish;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
}
|
|
}
|