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

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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
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
private readonly Slider slider;
private readonly DrawableHitCircle initialCircle;
private readonly List<ISliderProgress> components = new List<ISliderProgress>();
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private readonly Container<DrawableSliderTick> ticks;
private readonly SliderBody body;
private readonly SliderBall ball;
private readonly SliderBouncer bouncer2;
public DrawableSlider(Slider s) : base(s)
{
// Since the DrawableSlider itself is just a container without a size we need to
// pass all input through.
AlwaysReceiveInput = true;
SliderBouncer bouncer1;
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slider = s;
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Children = new Drawable[]
{
body = new SliderBody(s)
{
AccentColour = AccentColour,
Position = s.StackedPosition,
PathWidth = s.Scale * 64,
},
ticks = new Container<DrawableSliderTick>(),
bouncer1 = new SliderBouncer(s, false)
{
Position = s.Curve.PositionAt(1),
Scale = new Vector2(s.Scale),
},
bouncer2 = new SliderBouncer(s, true)
{
Position = s.StackedPosition,
Scale = new Vector2(s.Scale),
},
ball = new SliderBall(s)
{
Scale = new Vector2(s.Scale),
AccentColour = AccentColour
},
initialCircle = new DrawableHitCircle(new HitCircle
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{
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//todo: avoid creating this temporary HitCircle.
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StartTime = s.StartTime,
Position = s.StackedPosition,
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ComboIndex = s.ComboIndex,
Scale = s.Scale,
ComboColour = s.ComboColour,
Samples = s.Samples,
}),
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};
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components.Add(body);
components.Add(ball);
components.Add(bouncer1);
components.Add(bouncer2);
AddNested(initialCircle);
var repeatDuration = s.Curve.Distance / s.Velocity;
foreach (var tick in s.Ticks)
{
var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
var fadeOutTime = repeatStartTime + repeatDuration;
var drawableTick = new DrawableSliderTick(tick)
{
FadeInTime = fadeInTime,
FadeOutTime = fadeOutTime,
Position = tick.Position,
};
ticks.Add(drawableTick);
AddNested(drawableTick);
}
}
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private int currentRepeat;
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protected override void Update()
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{
base.Update();
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
{
if (repeat < slider.RepeatCount && ball.Tracking)
PlaySamples();
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currentRepeat = repeat;
}
bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (initialCircle.Judgement?.Result != HitResult.Hit)
initialCircle.Position = slider.Curve.PositionAt(progress);
foreach (var c in components) c.UpdateProgress(progress, repeat);
foreach (var t in ticks.Children) t.Tracking = ball.Tracking;
}
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protected override void CheckJudgement(bool userTriggered)
{
if (!userTriggered && Time.Current >= slider.EndTime)
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{
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var ticksCount = ticks.Children.Count() + 1;
var ticksHit = ticks.Children.Count(t => t.Judgement.Result == HitResult.Hit);
if (initialCircle.Judgement.Result == HitResult.Hit)
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ticksHit++;
var hitFraction = (double)ticksHit / ticksCount;
if (hitFraction == 1 && initialCircle.Judgement.Score == OsuScoreResult.Hit300)
Judgement.Score = OsuScoreResult.Hit300;
else if (hitFraction >= 0.5 && initialCircle.Judgement.Score >= OsuScoreResult.Hit100)
Judgement.Score = OsuScoreResult.Hit100;
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else if (hitFraction > 0)
Judgement.Score = OsuScoreResult.Hit50;
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else
Judgement.Score = OsuScoreResult.Miss;
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Judgement.Result = Judgement.Score != OsuScoreResult.Miss ? HitResult.Hit : HitResult.Miss;
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}
}
protected override void UpdateInitialState()
{
base.UpdateInitialState();
body.Alpha = 1;
//we need to be present to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
ball.AlwaysPresent = true;
ball.Alpha = 0;
}
protected override void UpdateCurrentState(ArmedState state)
{
ball.FadeIn();
Delay(slider.Duration, true);
body.FadeOut(160);
ball.FadeOut(160);
FadeOut(800);
Expire();
}
public Drawable ProxiedLayer => initialCircle.ApproachCircle;
}
internal interface ISliderProgress
{
void UpdateProgress(double progress, int repeat);
}
}