// 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.Diagnostics; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; namespace osu.Game.Rulesets.Osu.Skinning { public abstract partial class FollowCircle : CompositeDrawable { [Resolved] protected DrawableHitObject? ParentObject { get; private set; } protected FollowCircle() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load() { ((DrawableSlider?)ParentObject)?.Tracking.BindValueChanged(tracking => { Debug.Assert(ParentObject != null); if (ParentObject.Judged) return; using (BeginAbsoluteSequence(Math.Max(Time.Current, ParentObject.HitObject?.StartTime ?? 0))) { if (tracking.NewValue) OnSliderPress(); else OnSliderRelease(); } }, true); } protected override void LoadComplete() { base.LoadComplete(); if (ParentObject != null) { ParentObject.HitObjectApplied += onHitObjectApplied; onHitObjectApplied(ParentObject); ParentObject.ApplyCustomUpdateState += updateStateTransforms; updateStateTransforms(ParentObject, ParentObject.State.Value); } } private void onHitObjectApplied(DrawableHitObject drawableObject) { this.ScaleTo(1f) .FadeOut(); } private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state) { Debug.Assert(ParentObject != null); switch (state) { case ArmedState.Hit: switch (drawableObject) { case DrawableSliderTail: // Use ParentObject instead of drawableObject because slider tail's // HitStateUpdateTime is ~36ms before the actual slider end (aka slider // tail leniency) using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime)) OnSliderEnd(); break; case DrawableSliderTick: case DrawableSliderRepeat: using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime)) OnSliderTick(); break; } break; case ArmedState.Miss: switch (drawableObject) { case DrawableSliderTail: case DrawableSliderTick: case DrawableSliderRepeat: // Despite above comment, ok to use drawableObject.HitStateUpdateTime // here, since on stable, the break anim plays right when the tail is // missed, not when the slider ends using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime)) OnSliderBreak(); break; } break; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (ParentObject != null) { ParentObject.HitObjectApplied -= onHitObjectApplied; ParentObject.ApplyCustomUpdateState -= updateStateTransforms; } } protected abstract void OnSliderPress(); protected abstract void OnSliderRelease(); protected abstract void OnSliderEnd(); protected abstract void OnSliderTick(); protected abstract void OnSliderBreak(); } }