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Add initial implementation of juice stream placement

This commit is contained in:
ekrctb 2021-07-22 15:41:01 +09:00
parent 2beef89c23
commit 64102d2972
2 changed files with 151 additions and 0 deletions

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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.
using System;
using osu.Game.Rulesets.Catch.Objects;
using osuTK;
namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
{
public class PlacementEditablePath : EditablePath
{
private JuiceStreamPathVertex originalNewVertex;
public PlacementEditablePath(Func<float, double> positionToDistance)
: base(positionToDistance)
{
}
public void AddNewVertex()
{
var endVertex = Vertices[^1];
int index = AddVertex(endVertex.Distance, endVertex.X);
for (int i = 0; i < VertexCount; i++)
{
VertexStates[i].IsSelected = i == index;
VertexStates[i].VertexBeforeChange = Vertices[i];
}
originalNewVertex = Vertices[index];
}
/// <summary>
/// Move the vertex added by <see cref="AddNewVertex"/> in the last time.
/// </summary>
public void MoveLastVertex(Vector2 screenSpacePosition)
{
Vector2 position = ToRelativePosition(screenSpacePosition);
double distanceDelta = PositionToDistance(position.Y) - originalNewVertex.Distance;
float xDelta = position.X - originalNewVertex.X;
MoveSelectedVertices(distanceDelta, xDelta);
}
}
}

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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.
using osu.Framework.Graphics;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Catch.Edit.Blueprints.Components;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Edit;
using osuTK;
using osuTK.Input;
namespace osu.Game.Rulesets.Catch.Edit.Blueprints
{
public class JuiceStreamPlacementBlueprint : CatchPlacementBlueprint<JuiceStream>
{
private readonly ScrollingPath scrollingPath;
private readonly NestedOutlineContainer nestedOutlineContainer;
private readonly PlacementEditablePath editablePath;
private int lastEditablePathId = -1;
public JuiceStreamPlacementBlueprint()
{
InternalChildren = new Drawable[]
{
scrollingPath = new ScrollingPath(),
nestedOutlineContainer = new NestedOutlineContainer(),
editablePath = new PlacementEditablePath(positionToDistance)
};
}
protected override void Update()
{
base.Update();
if (PlacementActive == PlacementState.Active)
editablePath.UpdateFrom(HitObjectContainer, HitObject);
}
protected override bool OnMouseDown(MouseDownEvent e)
{
switch (PlacementActive)
{
case PlacementState.Waiting:
if (e.Button != MouseButton.Left) break;
editablePath.AddNewVertex();
BeginPlacement(true);
return true;
case PlacementState.Active:
switch (e.Button)
{
case MouseButton.Left:
editablePath.AddNewVertex();
return true;
case MouseButton.Right:
EndPlacement(HitObject.Duration > 0);
return true;
}
break;
}
return base.OnMouseDown(e);
}
public override void UpdateTimeAndPosition(SnapResult result)
{
switch (PlacementActive)
{
case PlacementState.Waiting:
if (!(result.Time is double snappedTime)) return;
HitObject.OriginalX = ToLocalSpace(result.ScreenSpacePosition).X;
HitObject.StartTime = snappedTime;
break;
case PlacementState.Active:
Vector2 unsnappedPosition = GetContainingInputManager().CurrentState.Mouse.Position;
editablePath.MoveLastVertex(unsnappedPosition);
break;
default:
return;
}
// Make sure the up-to-date position is used for outlines.
Vector2 startPosition = CatchHitObjectUtils.GetStartPosition(HitObjectContainer, HitObject);
editablePath.Position = nestedOutlineContainer.Position = scrollingPath.Position = startPosition;
updateHitObjectFromPath();
}
private void updateHitObjectFromPath()
{
if (lastEditablePathId == editablePath.PathId)
return;
editablePath.UpdateHitObjectFromPath(HitObject);
ApplyDefaultsToHitObject();
scrollingPath.UpdatePathFrom(HitObjectContainer, HitObject);
nestedOutlineContainer.UpdateNestedObjectsFrom(HitObjectContainer, HitObject);
lastEditablePathId = editablePath.PathId;
}
private double positionToDistance(float relativeYPosition)
{
double time = HitObjectContainer.TimeAtPosition(relativeYPosition, HitObject.StartTime);
return (time - HitObject.StartTime) * HitObject.Velocity;
}
}
}