2022-06-29 16:23:35 +08:00
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// 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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2022-07-15 16:01:01 +08:00
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using System;
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2022-07-04 04:51:30 +08:00
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using System.Diagnostics;
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using osu.Framework.Bindables;
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2022-06-29 16:23:35 +08:00
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using osu.Framework.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public class LegacyFollowCircle : FollowCircle
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{
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public LegacyFollowCircle(Drawable animationContent)
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{
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// follow circles are 2x the hitcircle resolution in legacy skins (since they are scaled down from >1x
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animationContent.Scale *= 0.5f;
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animationContent.Anchor = Anchor.Centre;
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animationContent.Origin = Anchor.Centre;
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RelativeSizeAxes = Axes.Both;
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InternalChild = animationContent;
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}
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protected override void OnTrackingChanged(ValueChangedEvent<bool> tracking)
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{
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Debug.Assert(ParentObject != null);
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if (ParentObject.Judged)
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return;
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2022-07-15 18:29:37 +08:00
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double remainingTime = Math.Max(0, ParentObject.HitStateUpdateTime - Time.Current);
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// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
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// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).
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if (tracking.NewValue)
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{
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// TODO: Follow circle should bounce on each slider tick.
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this.ScaleTo(0.5f).ScaleTo(2f, Math.Min(180f, remainingTime), Easing.Out)
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.FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime));
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}
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else
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{
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// TODO: Should animate only at the next slider tick if we want to match stable perfectly.
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this.ScaleTo(4f, 100)
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.FadeTo(0f, 100);
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}
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}
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protected override void OnSliderEnd()
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{
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this.ScaleTo(1.6f, 200, Easing.Out)
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.FadeOut(200, Easing.In);
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}
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}
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}
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