1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 21:07:33 +08:00
osu-lazer/osu.Game.Modes.Osu/Objects/Drawables/DrawableSlider.cs

142 lines
4.4 KiB
C#
Raw Normal View History

// 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.Collections.Generic;
2016-11-28 15:52:57 +08:00
using osu.Framework.Graphics;
2016-11-17 20:29:35 +08:00
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
2016-11-17 20:29:35 +08:00
using OpenTK;
using osu.Framework.Input;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
class DrawableSlider : DrawableOsuHitObject
{
2016-11-28 11:40:24 +08:00
private Slider slider;
private DrawableHitCircle initialCircle;
private List<ISliderProgress> components = new List<ISliderProgress>();
2016-11-28 11:40:24 +08:00
SliderBody body;
2016-12-08 18:54:22 +08:00
SliderBall ball;
SliderBouncer bouncer1, bouncer2;
public DrawableSlider(Slider s) : base(s)
{
2016-11-28 11:40:24 +08:00
slider = s;
2016-11-28 11:40:24 +08:00
Children = new Drawable[]
{
body = new SliderBody(s)
{
Position = s.StackedPosition,
PathWidth = s.Scale * 64,
},
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),
},
initialCircle = new DrawableHitCircle(new HitCircle
2016-11-28 11:40:24 +08:00
{
StartTime = s.StartTime,
Position = s.StackedPosition,
Scale = s.Scale,
2016-11-28 11:40:24 +08:00
Colour = s.Colour,
2016-12-08 18:54:22 +08:00
Sample = s.Sample,
}),
2016-11-28 11:40:24 +08:00
};
2016-11-17 20:29:35 +08:00
components.Add(body);
components.Add(ball);
components.Add(bouncer1);
components.Add(bouncer2);
}
// Since the DrawableSlider itself is just a container without a size we need to
// pass all input through.
public override bool Contains(Vector2 screenSpacePos) => true;
2016-12-08 18:54:22 +08:00
int currentRepeat;
protected override void Update()
2016-11-17 20:29:35 +08:00
{
base.Update();
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
2016-11-28 15:31:19 +08:00
int repeat = (int)(progress * slider.RepeatCount);
progress = (progress * slider.RepeatCount) % 1;
2016-11-28 15:31:19 +08:00
2016-12-08 18:54:22 +08:00
if (repeat > currentRepeat)
{
if (ball.Tracking)
PlaySample();
currentRepeat = repeat;
}
if (repeat % 2 == 1)
progress = 1 - progress;
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);
components.ForEach(c => c.UpdateProgress(progress, repeat));
}
2016-11-29 20:40:24 +08:00
protected override void CheckJudgement(bool userTriggered)
{
var j = Judgement as OsuJudgementInfo;
var sc = initialCircle.Judgement as OsuJudgementInfo;
2016-11-29 20:40:24 +08:00
if (!userTriggered && Time.Current >= HitObject.EndTime)
{
j.Score = sc.Score;
j.Result = sc.Result;
}
}
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 UpdateState(ArmedState state)
{
base.UpdateState(state);
2016-11-17 20:29:35 +08:00
ball.FadeIn();
Delay(HitObject.Duration, true);
body.FadeOut(160);
ball.FadeOut(160);
FadeOut(800);
}
}
internal interface ISliderProgress
{
void UpdateProgress(double progress, int repeat);
}
}