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Merge pull request #31864 from peppy/fix-follow-circle-rewind-display

Fix weird follow circle display when rewinding through sliders in editor
This commit is contained in:
Dan Balasescu 2025-02-13 15:04:18 +09:00 committed by GitHub
commit c13bc8beca
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GPG Key ID: B5690EEEBB952194
2 changed files with 45 additions and 35 deletions

View File

@ -4,6 +4,7 @@
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
@ -13,8 +14,9 @@ namespace osu.Game.Rulesets.Osu.Skinning
{
public abstract partial class FollowCircle : CompositeDrawable
{
[Resolved]
protected DrawableHitObject? ParentObject { get; private set; }
protected DrawableSlider? DrawableObject { get; private set; }
private readonly IBindable<bool> tracking = new Bindable<bool>();
protected FollowCircle()
{
@ -22,65 +24,73 @@ namespace osu.Game.Rulesets.Osu.Skinning
}
[BackgroundDependencyLoader]
private void load()
private void load(DrawableHitObject? hitObject)
{
((DrawableSlider?)ParentObject)?.Tracking.BindValueChanged(tracking =>
DrawableObject = hitObject as DrawableSlider;
if (DrawableObject != null)
{
Debug.Assert(ParentObject != null);
if (ParentObject.Judged)
return;
using (BeginAbsoluteSequence(Math.Max(Time.Current, ParentObject.HitObject?.StartTime ?? 0)))
tracking.BindTo(DrawableObject.Tracking);
tracking.BindValueChanged(tracking =>
{
if (tracking.NewValue)
OnSliderPress();
else
OnSliderRelease();
}
}, true);
if (DrawableObject.Judged)
return;
using (BeginAbsoluteSequence(Math.Max(Time.Current, DrawableObject.HitObject?.StartTime ?? 0)))
{
if (tracking.NewValue)
OnSliderPress();
else
OnSliderRelease();
}
}, true);
}
}
protected override void LoadComplete()
{
base.LoadComplete();
if (ParentObject != null)
if (DrawableObject != null)
{
ParentObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(ParentObject);
DrawableObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(DrawableObject);
ParentObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(ParentObject, ParentObject.State.Value);
DrawableObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(DrawableObject, DrawableObject.State.Value);
}
}
private void onHitObjectApplied(DrawableHitObject drawableObject)
{
// Sane defaults when a new hitobject is applied to the drawable slider.
this.ScaleTo(1f)
.FadeOut();
// Immediately play out any pending transforms from press/release
FinishTransforms(true);
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
private void updateStateTransforms(DrawableHitObject d, ArmedState state)
{
Debug.Assert(ParentObject != null);
Debug.Assert(DrawableObject != null);
switch (state)
{
case ArmedState.Hit:
switch (drawableObject)
switch (d)
{
case DrawableSliderTail:
// Use ParentObject instead of drawableObject because slider tail's
// Use DrawableObject instead of local object because slider tail's
// HitStateUpdateTime is ~36ms before the actual slider end (aka slider
// tail leniency)
using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime))
using (BeginAbsoluteSequence(DrawableObject.HitStateUpdateTime))
OnSliderEnd();
break;
case DrawableSliderTick:
case DrawableSliderRepeat:
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
OnSliderTick();
break;
}
@ -88,15 +98,15 @@ namespace osu.Game.Rulesets.Osu.Skinning
break;
case ArmedState.Miss:
switch (drawableObject)
switch (d)
{
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
// Despite above comment, ok to use drawableObject.HitStateUpdateTime
// Despite above comment, ok to use d.HitStateUpdateTime
// here, since on stable, the break anim plays right when the tail is
// missed, not when the slider ends
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
OnSliderBreak();
break;
}
@ -109,10 +119,10 @@ namespace osu.Game.Rulesets.Osu.Skinning
{
base.Dispose(isDisposing);
if (ParentObject != null)
if (DrawableObject != null)
{
ParentObject.HitObjectApplied -= onHitObjectApplied;
ParentObject.ApplyCustomUpdateState -= updateStateTransforms;
DrawableObject.HitObjectApplied -= onHitObjectApplied;
DrawableObject.ApplyCustomUpdateState -= updateStateTransforms;
}
}

View File

@ -22,9 +22,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
protected override void OnSliderPress()
{
Debug.Assert(ParentObject != null);
Debug.Assert(DrawableObject != null);
double remainingTime = Math.Max(0, ParentObject.HitStateUpdateTime - Time.Current);
double remainingTime = Math.Max(0, DrawableObject.HitStateUpdateTime - Time.Current);
// Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour.
// This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this).