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