// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Game.Rulesets.Objects.Types; using System.Collections.Generic; using osu.Game.Rulesets.Objects; using System.Linq; using osu.Game.Audio; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; namespace osu.Game.Rulesets.Osu.Objects { public class Slider : OsuHitObject, IHasCurve { /// /// Scoring distance with a speed-adjusted beat length of 1 second. /// private const float base_scoring_distance = 100; public double EndTime => StartTime + this.SpanCount() * Curve.Distance / Velocity; public double Duration => EndTime - StartTime; public Vector2 StackedPositionAt(double t) => StackedPosition + this.CurvePositionAt(t); public override Vector2 EndPosition => Position + this.CurvePositionAt(1); public SliderCurve Curve { get; } = new SliderCurve(); public List ControlPoints { get { return Curve.ControlPoints; } set { Curve.ControlPoints = value; } } public CurveType CurveType { get { return Curve.CurveType; } set { Curve.CurveType = value; } } public double Distance { get { return Curve.Distance; } set { Curve.Distance = value; } } /// /// The position of the cursor at the point of completion of this if it was hit /// with as few movements as possible. This is set and used by difficulty calculation. /// internal Vector2? LazyEndPosition; /// /// The distance travelled by the cursor upon completion of this if it was hit /// with as few movements as possible. This is set and used by difficulty calculation. /// internal float LazyTravelDistance; public List> RepeatSamples { get; set; } = new List>(); public int RepeatCount { get; set; } /// /// The length of one span of this . /// public double SpanDuration => Duration / this.SpanCount(); public double Velocity; public double TickDistance; public HitCircle HeadCircle; public HitCircle TailCircle; protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty) { base.ApplyDefaultsToSelf(controlPointInfo, difficulty); TimingControlPoint timingPoint = controlPointInfo.TimingPointAt(StartTime); DifficultyControlPoint difficultyPoint = controlPointInfo.DifficultyPointAt(StartTime); double scoringDistance = base_scoring_distance * difficulty.SliderMultiplier * difficultyPoint.SpeedMultiplier; Velocity = scoringDistance / timingPoint.BeatLength; TickDistance = scoringDistance / difficulty.SliderTickRate; } protected override void CreateNestedHitObjects() { base.CreateNestedHitObjects(); createSliderEnds(); createTicks(); createRepeatPoints(); } private void createSliderEnds() { HeadCircle = new HitCircle { StartTime = StartTime, Position = Position, IndexInCurrentCombo = IndexInCurrentCombo, ComboColour = ComboColour, Samples = Samples, SampleControlPoint = SampleControlPoint }; TailCircle = new HitCircle { StartTime = EndTime, Position = EndPosition, IndexInCurrentCombo = IndexInCurrentCombo, ComboColour = ComboColour }; AddNested(HeadCircle); AddNested(TailCircle); } private void createTicks() { var length = Curve.Distance; var tickDistance = MathHelper.Clamp(TickDistance, 0, length); if (tickDistance == 0) return; var minDistanceFromEnd = Velocity * 0.01; var spanCount = this.SpanCount(); for (var span = 0; span < spanCount; span++) { var spanStartTime = StartTime + span * SpanDuration; var reversed = span % 2 == 1; for (var d = tickDistance; d <= length; d += tickDistance) { if (d > length - minDistanceFromEnd) break; var distanceProgress = d / length; var timeProgress = reversed ? 1 - distanceProgress : distanceProgress; var firstSample = Samples.FirstOrDefault(s => s.Name == SampleInfo.HIT_NORMAL) ?? Samples.FirstOrDefault(); // TODO: remove this when guaranteed sort is present for samples (https://github.com/ppy/osu/issues/1933) var sampleList = new List(); if (firstSample != null) sampleList.Add(new SampleInfo { Bank = firstSample.Bank, Volume = firstSample.Volume, Name = @"slidertick", }); AddNested(new SliderTick { SpanIndex = span, SpanStartTime = spanStartTime, StartTime = spanStartTime + timeProgress * SpanDuration, Position = Position + Curve.PositionAt(distanceProgress), StackHeight = StackHeight, Scale = Scale, ComboColour = ComboColour, Samples = sampleList }); } } } private void createRepeatPoints() { for (int repeatIndex = 0, repeat = 1; repeatIndex < RepeatCount; repeatIndex++, repeat++) { AddNested(new RepeatPoint { RepeatIndex = repeatIndex, SpanDuration = SpanDuration, StartTime = StartTime + repeat * SpanDuration, Position = Position + Curve.PositionAt(repeat % 2), StackHeight = StackHeight, Scale = Scale, ComboColour = ComboColour, Samples = new List(RepeatSamples[repeatIndex]) }); } } } }