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Merge pull request #17860 from frenzibyte/sample-positional-playback-screen-space
Calculate sample playback position using screen-space drawable rectangles
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commit
000c152715
@ -6,10 +6,10 @@ using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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// Must be set to update IsHovered as it's used in relax mod to detect osu hit objects.
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public override bool HandlePositionalInput => true;
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protected override float SamplePlaybackPosition => HitObject.X / OsuPlayfield.BASE_SIZE.X;
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protected override float SamplePlaybackPosition => CalculateDrawableRelativePosition(this);
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/// <summary>
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/// Whether this <see cref="DrawableOsuHitObject"/> can be hit, given a time value.
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@ -89,6 +89,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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/// </summary>
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public void MissForcefully() => ApplyResult(r => r.Type = r.Judgement.MinResult);
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private RectangleF parentScreenSpaceRectangle => ((DrawableOsuHitObject)ParentHitObject)?.parentScreenSpaceRectangle ?? Parent.ScreenSpaceDrawQuad.AABBFloat;
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/// <summary>
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/// Calculates the position of the given <paramref name="drawable"/> relative to the playfield area.
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/// </summary>
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/// <param name="drawable">The drawable to calculate its relative position.</param>
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protected float CalculateDrawableRelativePosition(Drawable drawable) => (drawable.ScreenSpaceDrawQuad.Centre.X - parentScreenSpaceRectangle.X) / parentScreenSpaceRectangle.Width;
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protected override JudgementResult CreateResult(Judgement judgement) => new OsuJudgementResult(HitObject, judgement);
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}
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}
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@ -13,7 +13,6 @@ using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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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;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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@ -208,7 +207,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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if (Tracking.Value && slidingSample != null)
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// keep the sliding sample playing at the current tracking position
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slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
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slidingSample.Balance.Value = CalculateSamplePlaybackBalance(CalculateDrawableRelativePosition(Ball));
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double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
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