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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.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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using System.Diagnostics;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderTail : DrawableOsuHitObject, IRequireTracking, ITrackSnaking
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{
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private readonly SliderTailCircle tailCircle;
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/// <summary>
/// The judgement text is provided by the <see cref="DrawableSlider"/>.
/// </summary>
public override bool DisplayResult => false;
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public bool Tracking { get; set; }
private readonly IBindable<float> scaleBindable = new BindableFloat();
private readonly SkinnableDrawable circlePiece;
private readonly Container scaleContainer;
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public DrawableSliderTail(Slider slider, SliderTailCircle tailCircle)
: base(tailCircle)
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{
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this.tailCircle = tailCircle;
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Origin = Anchor.Centre;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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InternalChildren = new Drawable[]
{
scaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
// no default for this; only visible in legacy skins.
circlePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
}
},
};
}
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[BackgroundDependencyLoader]
private void load()
{
scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
scaleBindable.BindTo(HitObject.ScaleBindable);
}
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protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
circlePiece.FadeInFromZero(HitObject.TimeFadeIn);
}
protected override void UpdateStateTransforms(ArmedState state)
{
base.UpdateStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
break;
case ArmedState.Miss:
this.FadeOut(100);
break;
case ArmedState.Hit:
// todo: temporary / arbitrary
this.Delay(800).FadeOut();
break;
}
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}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
if (!userTriggered && timeOffset >= 0)
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ApplyResult(r => r.Type = Tracking ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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public void UpdateSnakingPosition(Vector2 start, Vector2 end) =>
Position = tailCircle.RepeatIndex % 2 == 0 ? end : start;
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}
}