mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 12:17:46 +08:00
Initial implementation of the new (old) mania scrolling calculations
This commit is contained in:
parent
d2b135d2a8
commit
5d12682e83
@ -1,6 +1,7 @@
|
|||||||
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
|
||||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||||
|
|
||||||
|
using System;
|
||||||
using osu.Framework.Configuration;
|
using osu.Framework.Configuration;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Lists;
|
using osu.Framework.Lists;
|
||||||
@ -33,8 +34,8 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
{
|
{
|
||||||
foreach (var obj in Objects)
|
foreach (var obj in Objects)
|
||||||
{
|
{
|
||||||
obj.LifetimeStart = obj.HitObject.StartTime - TimeRange - 1000;
|
obj.LifetimeStart = obj.HitObject.StartTime - TimeRange * 2;
|
||||||
obj.LifetimeEnd = ((obj.HitObject as IHasEndTime)?.EndTime ?? obj.HitObject.StartTime + TimeRange) + 1000;
|
obj.LifetimeEnd = ((obj.HitObject as IHasEndTime)?.EndTime ?? obj.HitObject.StartTime) + TimeRange * 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
return base.UpdateChildrenLife();
|
return base.UpdateChildrenLife();
|
||||||
@ -47,27 +48,25 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
// We need to calculate this as soon as possible after lifetimes so that hitobjects
|
// We need to calculate this as soon as possible after lifetimes so that hitobjects
|
||||||
// get the final say in their positions
|
// get the final say in their positions
|
||||||
|
|
||||||
var currentMultiplier = controlPointAt(Time.Current);
|
var timelinePosition = positionAt(Time.Current);
|
||||||
|
|
||||||
foreach (var obj in AliveObjects)
|
foreach (var obj in AliveObjects)
|
||||||
{
|
{
|
||||||
// Todo: We may need to consider scale here
|
var finalPosition = positionAt(obj.HitObject.StartTime);
|
||||||
var relativePosition = (Time.Current - obj.HitObject.StartTime) * currentMultiplier.Multiplier / TimeRange;
|
|
||||||
var finalPosition = (float)relativePosition * DrawSize;
|
|
||||||
|
|
||||||
switch (direction)
|
switch (direction)
|
||||||
{
|
{
|
||||||
case ScrollingDirection.Up:
|
case ScrollingDirection.Up:
|
||||||
obj.Y = -finalPosition.Y;
|
obj.Y = finalPosition.Y - timelinePosition.Y;
|
||||||
break;
|
break;
|
||||||
case ScrollingDirection.Down:
|
case ScrollingDirection.Down:
|
||||||
obj.Y = finalPosition.Y;
|
obj.Y = -finalPosition.Y + timelinePosition.Y;
|
||||||
break;
|
break;
|
||||||
case ScrollingDirection.Left:
|
case ScrollingDirection.Left:
|
||||||
obj.X = -finalPosition.X;
|
obj.X = finalPosition.X - timelinePosition.X;
|
||||||
break;
|
break;
|
||||||
case ScrollingDirection.Right:
|
case ScrollingDirection.Right:
|
||||||
obj.X = finalPosition.X;
|
obj.X = -finalPosition.X + timelinePosition.X;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -75,8 +74,7 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
continue;
|
continue;
|
||||||
|
|
||||||
// Todo: We may need to consider scale here
|
// Todo: We may need to consider scale here
|
||||||
var relativeEndPosition = (Time.Current - endTime.EndTime) * currentMultiplier.Multiplier / TimeRange;
|
var finalEndPosition = positionAt(endTime.EndTime);
|
||||||
var finalEndPosition = (float)relativeEndPosition * DrawSize;
|
|
||||||
|
|
||||||
float length = Vector2.Distance(finalPosition, finalEndPosition);
|
float length = Vector2.Distance(finalPosition, finalEndPosition);
|
||||||
|
|
||||||
@ -94,22 +92,24 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private readonly MultiplierControlPoint searchingPoint = new MultiplierControlPoint();
|
private Vector2 positionAt(double time)
|
||||||
private MultiplierControlPoint controlPointAt(double time)
|
|
||||||
{
|
{
|
||||||
if (ControlPoints.Count == 0)
|
float length = 0;
|
||||||
return new MultiplierControlPoint(double.MinValue);
|
for (int i = 0; i < ControlPoints.Count; i++)
|
||||||
|
{
|
||||||
|
var current = ControlPoints[i];
|
||||||
|
var next = i < ControlPoints.Count - 1 ? ControlPoints[i + 1] : null;
|
||||||
|
|
||||||
if (time < ControlPoints[0].StartTime)
|
if (i > 0 && current.StartTime > time)
|
||||||
return ControlPoints[0];
|
continue;
|
||||||
|
|
||||||
searchingPoint.StartTime = time;
|
// Duration of the current control point
|
||||||
|
var currentDuration = (next?.StartTime ?? double.PositiveInfinity) - current.StartTime;
|
||||||
|
|
||||||
int index = ControlPoints.BinarySearch(searchingPoint);
|
length += (float)(Math.Min(currentDuration, time - current.StartTime) * current.Multiplier / TimeRange);
|
||||||
if (index < 0)
|
}
|
||||||
index = ~index - 1;
|
|
||||||
|
|
||||||
return ControlPoints[index];
|
return length * DrawSize;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -70,12 +70,10 @@ namespace osu.Game.Rulesets.UI.Scrolling
|
|||||||
|
|
||||||
// Perform some post processing of the timing changes
|
// Perform some post processing of the timing changes
|
||||||
timingChanges = timingChanges
|
timingChanges = timingChanges
|
||||||
// Collapse sections after the last hit object
|
// Collapse sections after the last hit object
|
||||||
.Where(s => s.StartTime <= lastObjectTime)
|
.Where(s => s.StartTime <= lastObjectTime)
|
||||||
// Collapse sections with the same start time
|
// Collapse sections with the same start time
|
||||||
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime)
|
.GroupBy(s => s.StartTime).Select(g => g.Last()).OrderBy(s => s.StartTime);
|
||||||
// Collapse sections with the same beat length
|
|
||||||
.GroupBy(s => s.TimingPoint.BeatLength * s.DifficultyPoint.SpeedMultiplier).Select(g => g.First());
|
|
||||||
|
|
||||||
DefaultControlPoints.AddRange(timingChanges);
|
DefaultControlPoints.AddRange(timingChanges);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user