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

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// Copyright (c) 2007-2018 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.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
private readonly Slider slider;
private readonly List<Drawable> components = new List<Drawable>();
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public readonly DrawableHitCircle HeadCircle;
public readonly SliderBody Body;
public readonly SliderBall Ball;
public DrawableSlider(Slider s)
: base(s)
{
slider = s;
DrawableSliderTail tail;
Container<DrawableSliderTick> ticks;
Container<DrawableRepeatPoint> repeatPoints;
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Children = new Drawable[]
{
Body = new SliderBody(s)
{
AccentColour = AccentColour,
Position = s.StackedPosition,
PathWidth = s.Scale * 64,
},
ticks = new Container<DrawableSliderTick>(),
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repeatPoints = new Container<DrawableRepeatPoint>(),
Ball = new SliderBall(s)
{
Scale = new Vector2(s.Scale),
AccentColour = AccentColour,
AlwaysPresent = true,
Alpha = 0
},
HeadCircle = new DrawableHitCircle(s.HeadCircle),
tail = new DrawableSliderTail(s.TailCircle)
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};
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components.Add(Body);
components.Add(Ball);
AddNested(HeadCircle);
AddNested(tail);
components.Add(tail);
foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
{
var drawableTick = new DrawableSliderTick(tick)
{
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Position = tick.Position
};
ticks.Add(drawableTick);
components.Add(drawableTick);
AddNested(drawableTick);
}
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
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{
Position = repeatPoint.Position
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};
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repeatPoints.Add(drawableRepeatPoint);
components.Add(drawableRepeatPoint);
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AddNested(drawableRepeatPoint);
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}
}
private int currentSpan;
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public bool Tracking;
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protected override void Update()
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{
base.Update();
Tracking = Ball.Tracking;
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int span = slider.SpanAt(progress);
progress = slider.ProgressAt(progress);
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if (span > currentSpan)
currentSpan = span;
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!HeadCircle.IsHit)
HeadCircle.Position = slider.Curve.PositionAt(progress);
foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, span);
foreach (var c in components.OfType<ITrackSnaking>()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0));
foreach (var t in components.OfType<IRequireTracking>()) t.Tracking = Ball.Tracking;
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
if (!userTriggered && Time.Current >= slider.EndTime)
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{
var judgementsCount = NestedHitObjects.Count;
var judgementsHit = NestedHitObjects.Count(h => h.IsHit);
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var hitFraction = (double)judgementsHit / judgementsCount;
if (hitFraction == 1 && HeadCircle.Judgements.Any(j => j.Result == HitResult.Great))
AddJudgement(new OsuJudgement { Result = HitResult.Great });
else if (hitFraction >= 0.5 && HeadCircle.Judgements.Any(j => j.Result >= HitResult.Good))
AddJudgement(new OsuJudgement { Result = HitResult.Good });
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else if (hitFraction > 0)
AddJudgement(new OsuJudgement { Result = HitResult.Meh });
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else
AddJudgement(new OsuJudgement { Result = HitResult.Miss });
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}
}
protected override void UpdateCurrentState(ArmedState state)
{
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
using (BeginDelayedSequence(slider.Duration, true))
{
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const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
}
}
public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Body.ReceiveMouseInputAt(screenSpacePos);
public override Vector2 SelectionPoint => ToScreenSpace(Body.Position);
public override Quad SelectionQuad => Body.PathDrawQuad;
}
}