// 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; using osu.Game.Rulesets.Osu.Judgements; 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 Container repeatPoints; private readonly SliderBody body; private readonly SliderBall ball; public DrawableSlider(Slider s) : base(s) { slider = s; Children = new Drawable[] { body = new SliderBody(s) { AccentColour = AccentColour, Position = s.StackedPosition, PathWidth = s.Scale * 64, }, ticks = new Container(), repeatPoints = new Container(), ball = new SliderBall(s) { Scale = new Vector2(s.Scale), AccentColour = AccentColour, AlwaysPresent = true, Alpha = 0 }, 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); 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); } foreach (var repeatPoint in s.RepeatPoints) { var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration; var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2); var fadeOutTime = repeatStartTime + repeatDuration; var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this) { FadeInTime = fadeInTime, FadeOutTime = fadeOutTime, Position = repeatPoint.Position, }; repeatPoints.Add(drawableRepeatPoint); AddNested(drawableRepeatPoint); } } private int currentRepeat; public bool Tracking; protected override void Update() { base.Update(); Tracking = ball.Tracking; 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; } //todo: we probably want to reconsider this before adding scoring, but it looks and feels nice. if (!initialCircle.Judgements.Any(j => j.IsHit)) 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 CheckForJudgements(bool userTriggered, double timeOffset) { if (!userTriggered && Time.Current >= slider.EndTime) { var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1; var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit)); if (initialCircle.Judgements.Any(j => j.IsHit)) judgementsHit++; var hitFraction = (double)judgementsHit / judgementsCount; if (hitFraction == 1 && initialCircle.Judgements.Any(j => j.Result == HitResult.Great)) AddJudgement(new OsuJudgement { Result = HitResult.Great }); else if (hitFraction >= 0.5 && initialCircle.Judgements.Any(j => j.Result >= HitResult.Good)) AddJudgement(new OsuJudgement { Result = HitResult.Good }); else if (hitFraction > 0) AddJudgement(new OsuJudgement { Result = HitResult.Meh }); else AddJudgement(new OsuJudgement { Result = HitResult.Miss }); } } protected override void UpdateCurrentState(ArmedState state) { ball.FadeIn(); using (BeginDelayedSequence(slider.Duration, true)) { body.FadeOut(160); ball.FadeOut(160); this.FadeOut(800) .Expire(); } } public Drawable ProxiedLayer => initialCircle.ApproachCircle; } internal interface ISliderProgress { void UpdateProgress(double progress, int repeat); } }