// 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 System.Collections.Generic; using JetBrains.Annotations; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public partial class DrawableSliderRepeat : DrawableOsuHitObject { public new SliderRepeat HitObject => (SliderRepeat)base.HitObject; [CanBeNull] public Slider Slider => DrawableSlider?.HitObject; public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject; private double animDuration; public SkinnableDrawable CirclePiece { get; private set; } public SkinnableDrawable Arrow { get; private set; } private Drawable scaleContainer; public DrawableSliderRepeat() : base(null) { } public DrawableSliderRepeat(SliderRepeat sliderRepeat) : base(sliderRepeat) { } [BackgroundDependencyLoader] private void load() { Origin = Anchor.Centre; Size = OsuHitObject.OBJECT_DIMENSIONS; AddInternal(scaleContainer = new Container { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { // no default for this; only visible in legacy skins. CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderTailHitCircle), _ => Empty()) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }, Arrow = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.ReverseArrow), _ => new DefaultReverseArrow()) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }, } }); ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue)); } protected override void OnApply() { base.OnApply(); Position = HitObject.Position - DrawableSlider.Position; hasRotation = false; } protected override void CheckForResult(bool userTriggered, double timeOffset) => DrawableSlider.SliderInputManager.TryJudgeNestedObject(this, timeOffset); protected override void UpdateInitialTransforms() { // When snaking in is enabled, the first end circle needs to be delayed until the snaking completes. bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0; animDuration = Math.Min(300, HitObject.SpanDuration); this .FadeOut() .Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0) .FadeIn(HitObject.RepeatIndex == 0 ? HitObject.TimeFadeIn : animDuration); } protected override void UpdateHitStateTransforms(ArmedState state) { base.UpdateHitStateTransforms(state); switch (state) { case ArmedState.Idle: this.Delay(HitObject.TimePreempt).FadeOut(); break; case ArmedState.Miss: this.FadeOut(animDuration); break; case ArmedState.Hit: this.FadeOut(animDuration, Easing.Out); break; } } private bool hasRotation; public void UpdateSnakingPosition(Vector2 start, Vector2 end) { // When the repeat is hit, the arrow should fade out on spot rather than following the slider if (IsHit) return; bool isRepeatAtEnd = HitObject.RepeatIndex % 2 == 0; List curve = ((PlaySliderBody)DrawableSlider.Body.Drawable).CurrentCurve; Position = isRepeatAtEnd ? end : start; if (curve.Count < 2) return; int searchStart = isRepeatAtEnd ? curve.Count - 1 : 0; int direction = isRepeatAtEnd ? -1 : 1; Vector2 aimRotationVector = Vector2.Zero; // find the next vector2 in the curve which is not equal to our current position to infer a rotation. for (int i = searchStart; i >= 0 && i < curve.Count; i += direction) { if (Precision.AlmostEquals(curve[i], Position)) continue; aimRotationVector = curve[i]; break; } float aimRotation = float.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X)); while (Math.Abs(aimRotation - Arrow.Rotation) > 180) aimRotation += aimRotation < Arrow.Rotation ? 360 : -360; // The clock may be paused in a scenario like the editor. if (!hasRotation || !Clock.IsRunning) { Arrow.Rotation = aimRotation; hasRotation = true; } else { // If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly). Arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint); } } } }