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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderHead.cs

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// 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.
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#nullable disable
using System;
using System.Diagnostics;
using JetBrains.Annotations;
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using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderHead : DrawableHitCircle
{
public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject;
[CanBeNull]
public Slider Slider => DrawableSlider?.HitObject;
public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
/// <summary>
/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
/// </summary>
public bool TrackFollowCircle = true;
private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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public DrawableSliderHead()
{
}
public DrawableSliderHead(SliderHeadCircle h)
: base(h)
{
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}
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protected override void OnFree()
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{
base.OnFree();
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pathVersion.UnbindFrom(DrawableSlider.PathVersion);
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}
protected override void UpdatePosition()
{
// Slider head is always drawn at (0,0).
}
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protected override void OnApply()
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{
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base.OnApply();
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pathVersion.BindTo(DrawableSlider.PathVersion);
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CheckHittable = (d, t) => DrawableSlider.CheckHittable?.Invoke(d, t) ?? true;
}
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protected override void Update()
{
base.Update();
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Debug.Assert(Slider != null);
Debug.Assert(HitObject != null);
if (TrackFollowCircle)
{
double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (!IsHit)
Position = Slider.CurvePositionAt(completionProgress);
}
}
protected override HitResult ResultFor(double timeOffset)
{
Debug.Assert(HitObject != null);
if (HitObject.JudgeAsNormalHitCircle)
return base.ResultFor(timeOffset);
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// If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring.
var result = base.ResultFor(timeOffset);
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return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss;
}
public override void Shake()
{
base.Shake();
DrawableSlider.Shake();
}
}
}