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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderRepeat.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
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using System;
using System.Collections.Generic;
using JetBrains.Annotations;
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
public partial class DrawableSliderRepeat : DrawableOsuHitObject, ITrackSnaking, IRequireTracking
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{
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public new SliderRepeat HitObject => (SliderRepeat)base.HitObject;
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[CanBeNull]
public Slider Slider => DrawableSlider?.HitObject;
public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
private double animDuration;
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public SkinnableDrawable CirclePiece { get; private set; }
public SkinnableDrawable Arrow { get; private set; }
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private Drawable scaleContainer;
public override bool DisplayResult => false;
public bool Tracking { get; set; }
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public DrawableSliderRepeat()
: base(null)
{
}
public DrawableSliderRepeat(SliderRepeat sliderRepeat)
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: base(sliderRepeat)
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{
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}
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[BackgroundDependencyLoader]
private void load()
{
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Origin = Anchor.Centre;
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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AddInternal(scaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
// no default for this; only visible in legacy skins.
CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
Arrow = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.ReverseArrow), _ => new DefaultReverseArrow())
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
}
});
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
}
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protected override void OnApply()
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{
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base.OnApply();
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Position = HitObject.Position - DrawableSlider.Position;
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
// shared implementation with DrawableSliderTick.
if (timeOffset >= 0)
{
// Attempt to preserve correct ordering of judgements as best we can by forcing
// an un-judged head to be missed when the user has clearly skipped it.
//
// This check is applied to all nested slider objects apart from the head (ticks, repeats, tail).
if (Tracking && !DrawableSlider.HeadCircle.Judged)
DrawableSlider.HeadCircle.MissForcefully();
ApplyResult(r => r.Type = Tracking ? r.Judgement.MaxResult : r.Judgement.MinResult);
}
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}
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protected override void UpdateInitialTransforms()
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{
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
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animDuration = Math.Min(300, HitObject.SpanDuration);
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this
.FadeOut()
.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
.FadeIn(HitObject.RepeatIndex == 0 ? HitObject.TimeFadeIn : animDuration);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
this.FadeOut(animDuration);
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break;
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case ArmedState.Hit:
this.FadeOut(animDuration, Easing.Out);
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break;
}
}
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private bool hasRotation;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
{
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// When the repeat is hit, the arrow should fade out on spot rather than following the slider
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if (IsHit) return;
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bool isRepeatAtEnd = HitObject.RepeatIndex % 2 == 0;
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List<Vector2> curve = ((PlaySliderBody)DrawableSlider.Body.Drawable).CurrentCurve;
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Position = isRepeatAtEnd ? end : start;
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if (curve.Count < 2)
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return;
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int searchStart = isRepeatAtEnd ? curve.Count - 1 : 0;
int direction = isRepeatAtEnd ? -1 : 1;
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Vector2 aimRotationVector = Vector2.Zero;
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// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
{
if (Precision.AlmostEquals(curve[i], Position))
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continue;
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aimRotationVector = curve[i];
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break;
}
float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
while (Math.Abs(aimRotation - Arrow.Rotation) > 180)
aimRotation += aimRotation < Arrow.Rotation ? 360 : -360;
// The clock may be paused in a scenario like the editor.
if (!hasRotation || !Clock.IsRunning)
{
Arrow.Rotation = aimRotation;
hasRotation = true;
}
else
{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
Arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
}
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}
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}
}