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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.cs

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C#
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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
using System;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : Playfield.HitObjectContainer
{
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
private readonly ScrollingDirection direction;
public ScrollingHitObjectContainer(ScrollingDirection direction)
{
this.direction = direction;
RelativeSizeAxes = Axes.Both;
}
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protected override bool UpdateChildrenLife()
{
foreach (var obj in Objects)
{
obj.LifetimeStart = obj.HitObject.StartTime - TimeRange * 2;
obj.LifetimeEnd = ((obj.HitObject as IHasEndTime)?.EndTime ?? obj.HitObject.StartTime) + TimeRange * 2;
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}
return base.UpdateChildrenLife();
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects
// get the final say in their positions
var timelinePosition = positionAt(Time.Current);
foreach (var obj in AliveObjects)
{
var finalPosition = positionAt(obj.HitObject.StartTime);
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = finalPosition.Y - timelinePosition.Y;
break;
case ScrollingDirection.Down:
obj.Y = -finalPosition.Y + timelinePosition.Y;
break;
case ScrollingDirection.Left:
obj.X = finalPosition.X - timelinePosition.X;
break;
case ScrollingDirection.Right:
obj.X = -finalPosition.X + timelinePosition.X;
break;
}
if (!(obj.HitObject is IHasEndTime endTime))
continue;
// Todo: We may need to consider scale here
var finalEndPosition = positionAt(endTime.EndTime);
float length = Vector2.Distance(finalPosition, finalEndPosition);
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = length;
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = length;
break;
}
}
}
private Vector2 positionAt(double time)
{
float length = 0;
for (int i = 0; i < ControlPoints.Count; i++)
{
var current = ControlPoints[i];
var next = i < ControlPoints.Count - 1 ? ControlPoints[i + 1] : null;
if (i > 0 && current.StartTime > time)
continue;
// Duration of the current control point
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
length += (float)(Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / TimeRange);
}
return length * DrawSize;
}
}
}