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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderRepeat.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;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderRepeat : DrawableOsuHitObject, ITrackSnaking
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{
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private readonly SliderRepeat sliderRepeat;
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private readonly DrawableSlider drawableSlider;
private double animDuration;
private readonly Drawable scaleContainer;
public readonly Drawable CirclePiece;
public override bool DisplayResult => false;
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public DrawableSliderRepeat(SliderRepeat sliderRepeat, DrawableSlider drawableSlider)
: base(sliderRepeat)
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{
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this.sliderRepeat = sliderRepeat;
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this.drawableSlider = drawableSlider;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Origin = Anchor.Centre;
InternalChild = scaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new[]
{
// no default for this; only visible in legacy skins.
CirclePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty()),
arrow = new ReverseArrowPiece(),
}
};
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}
private readonly IBindable<float> scaleBindable = new BindableFloat();
[BackgroundDependencyLoader]
private void load()
{
scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
scaleBindable.BindTo(HitObject.ScaleBindable);
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (sliderRepeat.StartTime <= Time.Current)
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ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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protected override void UpdateInitialTransforms()
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{
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animDuration = Math.Min(300, sliderRepeat.SpanDuration);
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this.Animate(
d => d.FadeIn(animDuration),
d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf)
);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut();
break;
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case ArmedState.Miss:
this.FadeOut(animDuration);
break;
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
break;
}
}
private bool hasRotation;
private readonly ReverseArrowPiece arrow;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
{
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// When the repeat is hit, the arrow should fade out on spot rather than following the slider
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if (IsHit) return;
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bool isRepeatAtEnd = sliderRepeat.RepeatIndex % 2 == 0;
List<Vector2> curve = ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
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Position = isRepeatAtEnd ? end : start;
if (curve.Count < 2)
return;
int searchStart = isRepeatAtEnd ? curve.Count - 1 : 0;
int direction = isRepeatAtEnd ? -1 : 1;
Vector2 aimRotationVector = Vector2.Zero;
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// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
{
if (Precision.AlmostEquals(curve[i], Position))
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continue;
aimRotationVector = curve[i];
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break;
}
float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
while (Math.Abs(aimRotation - arrow.Rotation) > 180)
aimRotation += aimRotation < arrow.Rotation ? 360 : -360;
if (!hasRotation)
{
arrow.Rotation = aimRotation;
hasRotation = true;
}
else
{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
}
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}
}
}