// 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 System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Utils; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableSliderRepeat : DrawableOsuHitObject, ITrackSnaking { private readonly SliderRepeat sliderRepeat; private readonly DrawableSlider drawableSlider; private double animDuration; private readonly Drawable scaleContainer; public DrawableSliderRepeat(SliderRepeat sliderRepeat, DrawableSlider drawableSlider) : base(sliderRepeat) { this.sliderRepeat = sliderRepeat; this.drawableSlider = drawableSlider; Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2); Blending = BlendingParameters.Additive; Origin = Anchor.Centre; InternalChild = scaleContainer = new ReverseArrowPiece(); } private readonly IBindable scaleBindable = new BindableFloat(); [BackgroundDependencyLoader] private void load() { scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true); scaleBindable.BindTo(HitObject.ScaleBindable); } protected override void CheckForResult(bool userTriggered, double timeOffset) { if (sliderRepeat.StartTime <= Time.Current) ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss); } protected override void UpdateInitialTransforms() { animDuration = Math.Min(300, sliderRepeat.SpanDuration); this.Animate( d => d.FadeIn(animDuration), d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf) ); } protected override void UpdateStateTransforms(ArmedState state) { base.UpdateStateTransforms(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) .ScaleTo(Scale * 1.5f, animDuration, Easing.Out); break; } } private bool hasRotation; public void UpdateSnakingPosition(Vector2 start, Vector2 end) { if (IsHit) return; bool isRepeatAtEnd = sliderRepeat.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 = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X)); while (Math.Abs(aimRotation - Rotation) > 180) aimRotation += aimRotation < Rotation ? 360 : -360; if (!hasRotation) { Rotation = aimRotation; hasRotation = true; } else { // If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly). Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint); } } } }