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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.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;
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using System.Linq;
using JetBrains.Annotations;
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using osuTK;
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using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSlider : DrawableOsuHitObject
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{
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public new Slider HitObject => (Slider)base.HitObject;
public DrawableSliderHead HeadCircle => headContainer.Child;
public DrawableSliderTail TailCircle => tailContainer.Child;
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public SliderBall Ball { get; private set; }
public SkinnableDrawable Body { get; private set; }
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public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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public IBindable<int> PathVersion => pathVersion;
private readonly Bindable<int> pathVersion = new Bindable<int>();
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private Container<DrawableSliderHead> headContainer;
private Container<DrawableSliderTail> tailContainer;
private Container<DrawableSliderTick> tickContainer;
private Container<DrawableSliderRepeat> repeatContainer;
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private PausableSkinnableSound slidingSample;
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public DrawableSlider()
: this(null)
{
}
public DrawableSlider([CanBeNull] Slider s = null)
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: base(s)
{
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}
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[BackgroundDependencyLoader]
private void load()
{
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InternalChildren = new Drawable[]
{
Body = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both },
tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
Ball = new SliderBall(this)
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{
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GetInitialHitAction = () => HeadCircle.HitAction,
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BypassAutoSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
},
headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
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slidingSample = new PausableSkinnableSound { Looping = true }
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};
PositionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
StackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
ScaleBindable.BindValueChanged(scale => Ball.Scale = new Vector2(scale.NewValue));
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AccentColour.BindValueChanged(colour =>
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{
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour.Value = colour.NewValue;
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updateBallTint();
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}, true);
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Tracking.BindValueChanged(updateSlidingSample);
}
protected override void OnApply()
{
base.OnApply();
// Ensure that the version will change after the upcoming BindTo().
pathVersion.Value = int.MaxValue;
PathVersion.BindTo(HitObject.Path.Version);
}
protected override void OnFree()
{
base.OnFree();
PathVersion.UnbindFrom(HitObject.Path.Version);
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slidingSample.Samples = null;
}
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protected override void LoadSamples()
{
base.LoadSamples();
var firstSample = HitObject.Samples.FirstOrDefault();
if (firstSample != null)
{
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var clone = HitObject.SampleControlPoint.ApplyTo(firstSample).With("sliderslide");
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slidingSample.Samples = new ISampleInfo[] { clone };
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}
}
public override void StopAllSamples()
{
base.StopAllSamples();
slidingSample?.Stop();
}
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private void updateSlidingSample(ValueChangedEvent<bool> tracking)
{
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if (tracking.NewValue)
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slidingSample?.Play();
else
slidingSample?.Stop();
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}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
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switch (hitObject)
{
case DrawableSliderHead head:
headContainer.Child = head;
break;
case DrawableSliderTail tail:
tailContainer.Child = tail;
break;
case DrawableSliderTick tick:
tickContainer.Add(tick);
break;
case DrawableSliderRepeat repeat:
repeatContainer.Add(repeat);
break;
}
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
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headContainer.Clear(false);
tailContainer.Clear(false);
repeatContainer.Clear(false);
tickContainer.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case SliderTailCircle tail:
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return new DrawableSliderTail(tail);
case SliderHeadCircle head:
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return new DrawableSliderHead(head);
case SliderTick tick:
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return new DrawableSliderTick(tick);
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case SliderRepeat repeat:
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return new DrawableSliderRepeat(repeat);
}
return base.CreateNestedHitObject(hitObject);
}
public readonly Bindable<bool> Tracking = new Bindable<bool>();
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protected override void Update()
{
base.Update();
Tracking.Value = Ball.Tracking;
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if (Tracking.Value && slidingSample != null)
// keep the sliding sample playing at the current tracking position
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
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double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
sliderBody?.UpdateProgress(completionProgress);
foreach (DrawableHitObject hitObject in NestedHitObjects)
{
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if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(HitObject.Path.PositionAt(sliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(sliderBody?.SnakedEnd ?? 0));
if (hitObject is IRequireTracking t) t.Tracking = Ball.Tracking;
}
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Size = sliderBody?.Size ?? Vector2.Zero;
OriginPosition = sliderBody?.PathOffset ?? Vector2.Zero;
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if (DrawSize != Vector2.Zero)
{
var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize);
foreach (var obj in NestedHitObjects)
obj.RelativeAnchorPosition = childAnchorPosition;
Ball.RelativeAnchorPosition = childAnchorPosition;
}
}
public override void OnKilled()
{
base.OnKilled();
sliderBody?.RecyclePath();
}
protected override void ApplySkin(ISkinSource skin, bool allowFallback)
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{
base.ApplySkin(skin, allowFallback);
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updateBallTint();
}
private void updateBallTint()
{
if (CurrentSkin == null)
return;
bool allowBallTint = CurrentSkin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.AllowSliderBallTint)?.Value ?? false;
Ball.AccentColour = allowBallTint ? AccentColour.Value : Color4.White;
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}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (userTriggered || Time.Current < HitObject.EndTime)
return;
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// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
if (HitObject.OnlyJudgeNestedObjects)
{
ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
return;
}
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// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
ApplyResult(r =>
{
int totalTicks = NestedHitObjects.Count;
int hitTicks = NestedHitObjects.Count(h => h.IsHit);
if (hitTicks == totalTicks)
r.Type = HitResult.Great;
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else if (hitTicks == 0)
r.Type = HitResult.Miss;
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else
{
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double hitFraction = (double)hitTicks / totalTicks;
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r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
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}
});
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}
public override void PlaySamples()
{
// rather than doing it this way, we should probably attach the sample to the tail circle.
// this can only be done after we stop using LegacyLastTick.
if (TailCircle.IsHit)
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base.PlaySamples();
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}
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
Body.FadeInFromZero(HitObject.TimeFadeIn);
}
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protected override void UpdateStartTimeStateTransforms()
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{
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base.UpdateStartTimeStateTransforms();
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Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
{
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
if (sliderBody?.SnakingOut.Value == true)
Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => sliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
private class DefaultSliderBody : PlaySliderBody
{
}
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}
}