// 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.Allocation; using osu.Framework.Bindables; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; using osuTK; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableSliderHead : DrawableHitCircle { private readonly IBindable positionBindable = new Bindable(); private readonly IBindable pathBindable = new Bindable(); private readonly Slider slider; public DrawableSliderHead(Slider slider, HitCircle h) : base(h) { this.slider = slider; } [BackgroundDependencyLoader] private void load() { positionBindable.BindTo(HitObject.PositionBindable); pathBindable.BindTo(slider.PathBindable); positionBindable.BindValueChanged(_ => updatePosition()); pathBindable.BindValueChanged(_ => updatePosition(), true); } protected override void Update() { base.Update(); 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); } public Action OnShake; protected override void Shake(double maximumLength) => OnShake?.Invoke(maximumLength); private void updatePosition() => Position = HitObject.Position - slider.Position; } }