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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderHead.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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderHead : DrawableHitCircle
{
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<SliderPath> pathBindable = new Bindable<SliderPath>();
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private readonly Slider slider;
public DrawableSliderHead(Slider slider, HitCircle h)
: base(h)
{
this.slider = slider;
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}
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[BackgroundDependencyLoader]
private void load()
{
positionBindable.BindTo(HitObject.PositionBindable);
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pathBindable.BindTo(slider.PathBindable);
positionBindable.BindValueChanged(_ => updatePosition());
pathBindable.BindValueChanged(_ => updatePosition(), true);
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}
protected override void Update()
{
base.Update();
double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (!IsHit)
Position = slider.CurvePositionAt(completionProgress);
}
public Action<double> OnShake;
protected override void Shake(double maximumLength) => OnShake?.Invoke(maximumLength);
private void updatePosition() => Position = HitObject.Position - slider.Position;
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}
}