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osu-lazer/osu.Game/Rulesets/UI/Scrolling/ScrollingHitObjectContainer.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
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Lists;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Timing;
using OpenTK;
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namespace osu.Game.Rulesets.UI.Scrolling
{
public class ScrollingHitObjectContainer : Playfield.HitObjectContainer
{
public readonly BindableDouble TimeRange = new BindableDouble
{
MinValue = 0,
MaxValue = double.MaxValue
};
public readonly SortedList<MultiplierControlPoint> ControlPoints = new SortedList<MultiplierControlPoint>();
private readonly ScrollingDirection direction;
public ScrollingHitObjectContainer(ScrollingDirection direction)
{
this.direction = direction;
RelativeSizeAxes = Axes.Both;
}
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protected override bool UpdateChildrenLife()
{
foreach (var obj in Objects)
{
obj.LifetimeStart = obj.HitObject.StartTime - TimeRange - 1000;
obj.LifetimeEnd = ((obj.HitObject as IHasEndTime)?.EndTime ?? obj.HitObject.StartTime + TimeRange) + 1000;
}
return base.UpdateChildrenLife();
}
protected override void UpdateAfterChildrenLife()
{
base.UpdateAfterChildrenLife();
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// We need to calculate this as soon as possible after lifetimes so that hitobjects
// get the final say in their positions
var currentMultiplier = controlPointAt(Time.Current);
foreach (var obj in AliveObjects)
{
// Todo: We may need to consider scale here
var relativePosition = (Time.Current - obj.HitObject.StartTime) * currentMultiplier.Multiplier / TimeRange;
var finalPosition = (float)relativePosition * DrawSize;
switch (direction)
{
case ScrollingDirection.Up:
obj.Y = -finalPosition.Y;
break;
case ScrollingDirection.Down:
obj.Y = finalPosition.Y;
break;
case ScrollingDirection.Left:
obj.X = -finalPosition.X;
break;
case ScrollingDirection.Right:
obj.X = finalPosition.X;
break;
}
if (!(obj.HitObject is IHasEndTime endTime))
continue;
// Todo: We may need to consider scale here
var relativeEndPosition = (Time.Current - endTime.EndTime) * currentMultiplier.Multiplier / TimeRange;
var finalEndPosition = (float)relativeEndPosition * DrawSize;
float length = Vector2.Distance(finalPosition, finalEndPosition);
switch (direction)
{
case ScrollingDirection.Up:
case ScrollingDirection.Down:
obj.Height = length;
break;
case ScrollingDirection.Left:
case ScrollingDirection.Right:
obj.Width = length;
break;
}
}
}
private readonly MultiplierControlPoint searchingPoint = new MultiplierControlPoint();
private MultiplierControlPoint controlPointAt(double time)
{
if (ControlPoints.Count == 0)
return new MultiplierControlPoint(double.MinValue);
if (time < ControlPoints[0].StartTime)
return ControlPoints[0];
searchingPoint.StartTime = time;
int index = ControlPoints.BinarySearch(searchingPoint);
if (index < 0)
index = ~index - 1;
return ControlPoints[index];
}
}
}