// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Graphics; using osu.Framework.Graphics.Pooling; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Pooling; using osuTK; namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections { /// /// Visualises the s between two s. /// public class FollowPointConnection : PoolableDrawableWithLifetime { // Todo: These shouldn't be constants public const int SPACING = 32; public const double PREEMPT = 800; public DrawablePool Pool; protected override void OnApply(FollowPointLifetimeEntry entry) { base.OnApply(entry); entry.Invalidated += onEntryInvalidated; refreshPoints(); } protected override void OnFree(FollowPointLifetimeEntry entry) { base.OnFree(entry); entry.Invalidated -= onEntryInvalidated; // Return points to the pool. ClearInternal(false); } private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints); private void refreshPoints() { ClearInternal(false); var entry = Entry; if (entry?.End == null) return; OsuHitObject start = entry.Start; OsuHitObject end = entry.End; double startTime = start.GetEndTime(); Vector2 startPosition = start.StackedEndPosition; Vector2 endPosition = end.StackedPosition; Vector2 distanceVector = endPosition - startPosition; int distance = (int)distanceVector.Length; float rotation = (float)(Math.Atan2(distanceVector.Y, distanceVector.X) * (180 / Math.PI)); double finalTransformEndTime = startTime; for (int d = (int)(SPACING * 1.5); d < distance - SPACING; d += SPACING) { float fraction = (float)d / distance; Vector2 pointStartPosition = startPosition + (fraction - 0.1f) * distanceVector; Vector2 pointEndPosition = startPosition + fraction * distanceVector; GetFadeTimes(start, end, (float)d / distance, out double fadeInTime, out double fadeOutTime); FollowPoint fp; AddInternal(fp = Pool.Get()); fp.ClearTransforms(); fp.Position = pointStartPosition; fp.Rotation = rotation; fp.Alpha = 0; fp.Scale = new Vector2(1.5f * end.Scale); fp.AnimationStartTime.Value = fadeInTime; using (fp.BeginAbsoluteSequence(fadeInTime)) { fp.FadeIn(end.TimeFadeIn); fp.ScaleTo(end.Scale, end.TimeFadeIn, Easing.Out); fp.MoveTo(pointEndPosition, end.TimeFadeIn, Easing.Out); fp.Delay(fadeOutTime - fadeInTime).FadeOut(end.TimeFadeIn).Expire(); finalTransformEndTime = fp.LifetimeEnd; } } entry.LifetimeEnd = finalTransformEndTime; } /// /// Computes the fade time of follow point positioned between two hitobjects. /// /// The first , where follow points should originate from. /// The second , which follow points should target. /// The fractional distance along and at which the follow point is to be located. /// The fade-in time of the follow point/ /// The fade-out time of the follow point. public static void GetFadeTimes(OsuHitObject start, OsuHitObject end, float fraction, out double fadeInTime, out double fadeOutTime) { double startTime = start.GetEndTime(); double duration = end.StartTime - startTime; // Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR. // This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject). // Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good. double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN); fadeOutTime = startTime + fraction * duration; fadeInTime = fadeOutTime - preempt; } } }