// 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.Diagnostics; using JetBrains.Annotations; using osu.Framework.Bindables; using osu.Game.Rulesets.Objects.Types; using osu.Game.Rulesets.Scoring; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableSliderHead : DrawableHitCircle { public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject; [CanBeNull] public Slider Slider => DrawableSlider?.HitObject; public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject; public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult; /// /// Makes this track the follow circle when the start time is reached. /// If false, this will be pinned to its initial position in the slider. /// public bool TrackFollowCircle = true; private readonly IBindable pathVersion = new Bindable(); protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle; public DrawableSliderHead() { } public DrawableSliderHead(SliderHeadCircle h) : base(h) { } protected override void OnFree() { base.OnFree(); pathVersion.UnbindFrom(DrawableSlider.PathVersion); } protected override void UpdatePosition() { // Slider head is always drawn at (0,0). } protected override void OnApply() { base.OnApply(); pathVersion.BindTo(DrawableSlider.PathVersion); CheckHittable = (d, t) => DrawableSlider.CheckHittable?.Invoke(d, t) ?? true; } protected override void Update() { base.Update(); Debug.Assert(Slider != null); Debug.Assert(HitObject != null); if (TrackFollowCircle) { double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1); //todo: we probably want to reconsider this before adding scoring, but it looks and feels nice. if (!IsHit) Position = Slider.CurvePositionAt(completionProgress); } } protected override HitResult ResultFor(double timeOffset) { Debug.Assert(HitObject != null); if (HitObject.JudgeAsNormalHitCircle) return base.ResultFor(timeOffset); // If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring. var result = base.ResultFor(timeOffset); return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss; } public override void Shake() { base.Shake(); DrawableSlider.Shake(); } } }