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osu-lazer/osu.Game.Rulesets.Osu/Objects/Slider.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
using OpenTK;
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using osu.Game.Rulesets.Objects.Types;
using System;
using System.Collections.Generic;
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using osu.Game.Rulesets.Objects;
using System.Linq;
using osu.Game.Audio;
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using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
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namespace osu.Game.Rulesets.Osu.Objects
{
public class Slider : OsuHitObject, IHasCurve
{
/// <summary>
/// Scoring distance with a speed-adjusted beat length of 1 second.
/// </summary>
private const float base_scoring_distance = 100;
public double EndTime => StartTime + this.SpanCount() * Curve.Distance / Velocity;
public double Duration => EndTime - StartTime;
public override Vector2 EndPosition => this.PositionAt(1);
public SliderCurve Curve { get; } = new SliderCurve();
public List<Vector2> ControlPoints
{
get { return Curve.ControlPoints; }
set { Curve.ControlPoints = value; }
}
public CurveType CurveType
{
get { return Curve.CurveType; }
set { Curve.CurveType = value; }
}
public double Distance
{
get { return Curve.Distance; }
set { Curve.Distance = value; }
}
/// <summary>
/// The position of the cursor at the point of completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal Vector2? LazyEndPosition;
/// <summary>
/// The distance travelled by the cursor upon completion of this <see cref="Slider"/> if it was hit
/// with as few movements as possible. This is set and used by difficulty calculation.
/// </summary>
internal float LazyTravelDistance;
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public List<List<SampleInfo>> RepeatSamples { get; set; } = new List<List<SampleInfo>>();
public int RepeatCount { get; set; }
/// <summary>
/// The length of one span of this <see cref="Slider"/>.
/// </summary>
public double SpanDuration => Duration / this.SpanCount();
private int stackHeight;
public override int StackHeight
{
get { return stackHeight; }
set
{
stackHeight = value;
Curve.Offset = StackOffset;
}
}
public double Velocity;
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public double TickDistance;
public HitCircle HeadCircle;
public HitCircle TailCircle;
protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
{
base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime);
DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime);
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double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier;
Velocity = scoringDistance / timingPoint.BeatLength;
TickDistance = scoringDistance / difficulty.SliderTickRate;
HeadCircle = new HitCircle
{
StartTime = StartTime,
Position = StackedPosition,
IndexInCurrentCombo = IndexInCurrentCombo,
ComboColour = ComboColour,
Samples = Samples,
SampleControlPoint = SampleControlPoint
};
TailCircle = new HitCircle
{
StartTime = EndTime,
Position = StackedEndPosition,
IndexInCurrentCombo = IndexInCurrentCombo,
ComboColour = ComboColour,
Samples = Samples,
SampleControlPoint = SampleControlPoint
};
HeadCircle.ApplyDefaults(controlPointInfo, difficulty);
TailCircle.ApplyDefaults(controlPointInfo, difficulty);
}
protected override void CreateNestedHitObjects()
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{
base.CreateNestedHitObjects();
createTicks();
createRepeatPoints();
}
private void createTicks()
{
if (TickDistance == 0) return;
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var length = Curve.Distance;
var tickDistance = Math.Min(TickDistance, length);
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var minDistanceFromEnd = Velocity * 0.01;
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for (var span = 0; span < this.SpanCount(); span++)
{
var spanStartTime = StartTime + span * SpanDuration;
var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
{
if (d > length - minDistanceFromEnd)
break;
var distanceProgress = d / length;
var timeProgress = reversed ? 1 - distanceProgress : distanceProgress;
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var firstSample = Samples.FirstOrDefault(s => s.Name == SampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933)
var sampleList = new List<SampleInfo>();
if (firstSample != null)
sampleList.Add(new SampleInfo
{
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Bank = firstSample.Bank,
Volume = firstSample.Volume,
Name = @"slidertick",
});
AddNested(new SliderTick
{
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SpanIndex = span,
StartTime = spanStartTime + timeProgress * SpanDuration,
Position = Curve.PositionAt(distanceProgress),
StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
Samples = sampleList
});
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}
}
}
private void createRepeatPoints()
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{
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for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++)
{
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AddNested(new RepeatPoint
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{
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RepeatIndex = repeatIndex,
SpanDuration = SpanDuration,
StartTime = StartTime + repeat * SpanDuration,
Position = Curve.PositionAt(repeat % 2),
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StackHeight = StackHeight,
Scale = Scale,
ComboColour = ComboColour,
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Samples = new List<SampleInfo>(RepeatSamples[repeatIndex])
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});
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}
}
}
}