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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK ;
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using osu.Framework.Graphics ;
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using osu.Game.Modes.Objects.Drawables ;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces ;
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using System.Collections.Generic ;
using System.Linq ;
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using osu.Framework.Graphics.Containers ;
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namespace osu.Game.Modes.Osu.Objects.Drawables
{
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public class DrawableSlider : DrawableOsuHitObject , IDrawableHitObjectWithProxiedApproach
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{
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private readonly Slider slider ;
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private readonly DrawableHitCircle initialCircle ;
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private readonly List < ISliderProgress > components = new List < ISliderProgress > ( ) ;
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private readonly Container < DrawableSliderTick > ticks ;
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private readonly SliderBody body ;
private readonly SliderBall ball ;
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private readonly SliderBouncer bouncer2 ;
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public DrawableSlider ( Slider s ) : base ( s )
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{
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// Since the DrawableSlider itself is just a container without a size we need to
// pass all input through.
AlwaysReceiveInput = true ;
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SliderBouncer bouncer1 ;
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slider = s ;
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Children = new Drawable [ ]
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{
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body = new SliderBody ( s )
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{
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AccentColour = AccentColour ,
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Position = s . StackedPosition ,
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PathWidth = s . Scale * 64 ,
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} ,
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ticks = new Container < DrawableSliderTick > ( ) ,
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bouncer1 = new SliderBouncer ( s , false )
{
Position = s . Curve . PositionAt ( 1 ) ,
Scale = new Vector2 ( s . Scale ) ,
} ,
bouncer2 = new SliderBouncer ( s , true )
{
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Position = s . StackedPosition ,
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Scale = new Vector2 ( s . Scale ) ,
} ,
ball = new SliderBall ( s )
{
Scale = new Vector2 ( s . Scale ) ,
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AccentColour = AccentColour
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} ,
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initialCircle = new DrawableHitCircle ( new HitCircle
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{
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//todo: avoid creating this temporary HitCircle.
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StartTime = s . StartTime ,
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Position = s . StackedPosition ,
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ComboIndex = s . ComboIndex ,
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Scale = s . Scale ,
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ComboColour = s . ComboColour ,
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Samples = s . Samples ,
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} ) ,
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} ;
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components . Add ( body ) ;
components . Add ( ball ) ;
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components . Add ( bouncer1 ) ;
components . Add ( bouncer2 ) ;
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AddNested ( initialCircle ) ;
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var repeatDuration = s . Curve . Distance / s . Velocity ;
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foreach ( var tick in s . Ticks )
{
var repeatStartTime = s . StartTime + tick . RepeatIndex * repeatDuration ;
var fadeInTime = repeatStartTime + ( tick . StartTime - repeatStartTime ) / 2 - ( tick . RepeatIndex = = 0 ? TIME_FADEIN : TIME_FADEIN / 2 ) ;
var fadeOutTime = repeatStartTime + repeatDuration ;
var drawableTick = new DrawableSliderTick ( tick )
{
FadeInTime = fadeInTime ,
FadeOutTime = fadeOutTime ,
Position = tick . Position ,
} ;
ticks . Add ( drawableTick ) ;
AddNested ( drawableTick ) ;
}
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}
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private int currentRepeat ;
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protected override void Update ( )
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{
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base . Update ( ) ;
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double progress = MathHelper . Clamp ( ( Time . Current - slider . StartTime ) / slider . Duration , 0 , 1 ) ;
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int repeat = slider . RepeatAt ( progress ) ;
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progress = slider . ProgressAt ( progress ) ;
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if ( repeat > currentRepeat )
{
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if ( repeat < slider . RepeatCount & & ball . Tracking )
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PlaySamples ( ) ;
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currentRepeat = repeat ;
}
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bouncer2 . Position = slider . Curve . PositionAt ( body . SnakedEnd ? ? 0 ) ;
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if ( initialCircle . Judgement ? . Result ! = HitResult . Hit )
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initialCircle . Position = slider . Curve . PositionAt ( progress ) ;
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foreach ( var c in components ) c . UpdateProgress ( progress , repeat ) ;
foreach ( var t in ticks . Children ) t . Tracking = ball . Tracking ;
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}
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protected override void CheckJudgement ( bool userTriggered )
{
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if ( ! userTriggered & & Time . Current > = slider . EndTime )
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{
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var ticksCount = ticks . Children . Count ( ) + 1 ;
var ticksHit = ticks . Children . Count ( t = > t . Judgement . Result = = HitResult . Hit ) ;
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if ( initialCircle . Judgement . Result = = HitResult . Hit )
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ticksHit + + ;
var hitFraction = ( double ) ticksHit / ticksCount ;
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if ( hitFraction = = 1 & & initialCircle . Judgement . Score = = OsuScoreResult . Hit300 )
Judgement . Score = OsuScoreResult . Hit300 ;
else if ( hitFraction > = 0.5 & & initialCircle . Judgement . Score > = OsuScoreResult . Hit100 )
Judgement . Score = OsuScoreResult . Hit100 ;
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else if ( hitFraction > 0 )
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Judgement . Score = OsuScoreResult . Hit50 ;
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else
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Judgement . Score = OsuScoreResult . Miss ;
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Judgement . Result = Judgement . Score ! = OsuScoreResult . Miss ? HitResult . Hit : HitResult . Miss ;
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}
}
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protected override void UpdateInitialState ( )
{
base . UpdateInitialState ( ) ;
body . Alpha = 1 ;
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//we need to be present to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
ball . AlwaysPresent = true ;
ball . Alpha = 0 ;
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}
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protected override void UpdateState ( ArmedState state )
{
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base . UpdateState ( state ) ;
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ball . FadeIn ( ) ;
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Delay ( slider . Duration , true ) ;
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body . FadeOut ( 160 ) ;
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ball . FadeOut ( 160 ) ;
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FadeOut ( 800 ) ;
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Expire ( ) ;
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}
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public Drawable ProxiedLayer = > initialCircle . ApproachCircle ;
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}
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internal interface ISliderProgress
{
void UpdateProgress ( double progress , int repeat ) ;
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}
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}