// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Skinning; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public partial class DrawableSliderBall : CircularContainer, ISliderProgress { public const float FOLLOW_AREA = 2.4f; private DrawableSlider drawableSlider; private Drawable ball; [BackgroundDependencyLoader] private void load(DrawableHitObject drawableSlider) { this.drawableSlider = (DrawableSlider)drawableSlider; Origin = Anchor.Centre; Size = OsuHitObject.OBJECT_DIMENSIONS; Children = new[] { new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderFollowCircle), _ => new DefaultFollowCircle()) { Origin = Anchor.Centre, Anchor = Anchor.Centre, RelativeSizeAxes = Axes.Both, }, ball = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBall), _ => new DefaultSliderBall()) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }, }; } public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null) { // Consider the case of rewinding - children's transforms are handled internally, so propagating down // any further will cause weirdness with the Tracking bool below. Let's not propagate further at this point. base.ClearTransformsAfter(time, false, targetMember); } public override void ApplyTransformsAt(double time, bool propagateChildren = false) { // For the same reasons as above w.r.t rewinding, we shouldn't propagate to children here either. // ReSharper disable once RedundantArgumentDefaultValue base.ApplyTransformsAt(time, false); } public void UpdateProgress(double completionProgress) { Slider slider = drawableSlider.HitObject; Position = slider.CurvePositionAt(completionProgress); //0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1 var diff = slider.CurvePositionAt(completionProgress) - slider.CurvePositionAt(Math.Min(1, completionProgress + 0.1 / slider.Path.Distance)); // Ensure the value is substantially high enough to allow for Atan2 to get a valid angle. // Needed for when near completion, or in case of a very short slider. if (diff.LengthFast < 0.01f) return; ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI); } } }