// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using System.Collections.Generic; using System.Linq; using osu.Framework.Graphics.Containers; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach { private readonly Slider slider; private readonly DrawableHitCircle initialCircle; private readonly List components = new List(); private readonly Container ticks; private readonly SliderBody body; private readonly SliderBall ball; private readonly SliderBouncer bouncer2; public DrawableSlider(Slider s) : base(s) { // Since the DrawableSlider itself is just a container without a size we need to // pass all input through. AlwaysReceiveInput = true; SliderBouncer bouncer1; slider = s; Children = new Drawable[] { body = new SliderBody(s) { AccentColour = AccentColour, Position = s.StackedPosition, PathWidth = s.Scale * 64, }, ticks = new Container(), bouncer1 = new SliderBouncer(s, false) { Position = s.Curve.PositionAt(1), Scale = new Vector2(s.Scale), }, bouncer2 = new SliderBouncer(s, true) { Position = s.StackedPosition, Scale = new Vector2(s.Scale), }, ball = new SliderBall(s) { Scale = new Vector2(s.Scale), AccentColour = AccentColour }, initialCircle = new DrawableHitCircle(new HitCircle { //todo: avoid creating this temporary HitCircle. StartTime = s.StartTime, Position = s.StackedPosition, ComboIndex = s.ComboIndex, Scale = s.Scale, ComboColour = s.ComboColour, Samples = s.Samples, }), }; components.Add(body); components.Add(ball); components.Add(bouncer1); components.Add(bouncer2); AddNested(initialCircle); var repeatDuration = s.Curve.Distance / s.Velocity; foreach (var tick in s.Ticks) { var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration; var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2); var fadeOutTime = repeatStartTime + repeatDuration; var drawableTick = new DrawableSliderTick(tick) { FadeInTime = fadeInTime, FadeOutTime = fadeOutTime, Position = tick.Position, }; ticks.Add(drawableTick); AddNested(drawableTick); } } private int currentRepeat; protected override void Update() { base.Update(); double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1); int repeat = slider.RepeatAt(progress); progress = slider.ProgressAt(progress); if (repeat > currentRepeat) { if (repeat < slider.RepeatCount && ball.Tracking) PlaySamples(); currentRepeat = repeat; } bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0); //todo: we probably want to reconsider this before adding scoring, but it looks and feels nice. if (initialCircle.Judgement?.Result != HitResult.Hit) initialCircle.Position = slider.Curve.PositionAt(progress); foreach (var c in components) c.UpdateProgress(progress, repeat); foreach (var t in ticks.Children) t.Tracking = ball.Tracking; } protected override void CheckJudgement(bool userTriggered) { if (!userTriggered && Time.Current >= slider.EndTime) { var ticksCount = ticks.Children.Count() + 1; var ticksHit = ticks.Children.Count(t => t.Judgement.Result == HitResult.Hit); if (initialCircle.Judgement.Result == HitResult.Hit) ticksHit++; var hitFraction = (double)ticksHit / ticksCount; if (hitFraction == 1 && initialCircle.Judgement.Score == OsuScoreResult.Hit300) Judgement.Score = OsuScoreResult.Hit300; else if (hitFraction >= 0.5 && initialCircle.Judgement.Score >= OsuScoreResult.Hit100) Judgement.Score = OsuScoreResult.Hit100; else if (hitFraction > 0) Judgement.Score = OsuScoreResult.Hit50; else Judgement.Score = OsuScoreResult.Miss; Judgement.Result = Judgement.Score != OsuScoreResult.Miss ? HitResult.Hit : HitResult.Miss; } } protected override void UpdateInitialState() { base.UpdateInitialState(); body.Alpha = 1; //we need to be present to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared). ball.AlwaysPresent = true; ball.Alpha = 0; } protected override void UpdateState(ArmedState state) { base.UpdateState(state); ball.FadeIn(); Delay(slider.Duration, true); body.FadeOut(160); ball.FadeOut(160); FadeOut(800); Expire(); } public Drawable ProxiedLayer => initialCircle.ApproachCircle; } internal interface ISliderProgress { void UpdateProgress(double progress, int repeat); } }