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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
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using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
using osu.Game.Graphics;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
public class DrawableRepeatPoint : DrawableOsuHitObject, ITrackSnaking
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{
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private readonly RepeatPoint repeatPoint;
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private readonly DrawableSlider drawableSlider;
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private double animDuration;
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public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider)
: base(repeatPoint)
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{
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this.repeatPoint = repeatPoint;
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this.drawableSlider = drawableSlider;
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Size = new Vector2(45 * repeatPoint.Scale);
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Blending = BlendingMode.Additive;
Origin = Anchor.Centre;
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Children = new Drawable[]
{
new SpriteIcon
{
RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.fa_chevron_right
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}
};
}
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
{
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if (repeatPoint.StartTime <= Time.Current)
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AddJudgement(new OsuJudgement { Result = drawableSlider.Tracking ? HitResult.Great : HitResult.Miss });
}
protected override void UpdatePreemptState()
{
animDuration = Math.Min(150, repeatPoint.SpanDuration / 2);
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this.Animate(
d => d.FadeIn(animDuration),
d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 4, Easing.OutElasticHalf)
);
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}
protected override void UpdateCurrentState(ArmedState state)
{
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
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break;
case ArmedState.Miss:
this.FadeOut(animDuration);
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break;
case ArmedState.Hit:
this.FadeOut(animDuration, Easing.OutQuint)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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break;
}
}
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
{
bool isRepeatAtEnd = repeatPoint.RepeatIndex % 2 == 0;
List<Vector2> curve = drawableSlider.Body.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;
// 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 (curve[i] == Position)
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continue;
Rotation = MathHelper.RadiansToDegrees((float)Math.Atan2(curve[i].Y - Position.Y, curve[i].X - Position.X));
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break;
}
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}
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}
}