// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using OpenTK; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using System.Collections.Generic; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics.Containers; using osu.Game.Configuration; using osu.Game.Rulesets.Scoring; using OpenTK.Graphics; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach { private readonly Slider slider; private readonly List components = new List(); public readonly DrawableHitCircle HeadCircle; public readonly DrawableSliderTail TailCircle; public readonly SnakingSliderBody Body; public readonly SliderBall Ball; public DrawableSlider(Slider s) : base(s) { slider = s; Position = s.StackedPosition; Container ticks; Container repeatPoints; InternalChildren = new Drawable[] { Body = new SnakingSliderBody(s) { PathWidth = s.Scale * 64, }, ticks = new Container { RelativeSizeAxes = Axes.Both }, repeatPoints = new Container { RelativeSizeAxes = Axes.Both }, Ball = new SliderBall(s, this) { BypassAutoSizeAxes = Axes.Both, Scale = new Vector2(s.Scale), AlwaysPresent = true, Alpha = 0 }, HeadCircle = new DrawableSliderHead(s, s.HeadCircle) { OnShake = Shake }, TailCircle = new DrawableSliderTail(s, s.TailCircle) }; components.Add(Body); components.Add(Ball); AddNested(HeadCircle); AddNested(TailCircle); components.Add(TailCircle); foreach (var tick in s.NestedHitObjects.OfType()) { var drawableTick = new DrawableSliderTick(tick) { Position = tick.Position - s.Position }; ticks.Add(drawableTick); components.Add(drawableTick); AddNested(drawableTick); } foreach (var repeatPoint in s.NestedHitObjects.OfType()) { var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this) { Position = repeatPoint.Position - s.Position }; repeatPoints.Add(drawableRepeatPoint); components.Add(drawableRepeatPoint); AddNested(drawableRepeatPoint); } HitObject.PositionChanged += _ => Position = HitObject.StackedPosition; } public override Color4 AccentColour { get { return base.AccentColour; } set { base.AccentColour = value; Body.AccentColour = AccentColour; Ball.AccentColour = AccentColour; foreach (var drawableHitObject in NestedHitObjects) drawableHitObject.AccentColour = AccentColour; } } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { config.BindWith(OsuSetting.SnakingInSliders, Body.SnakingIn); config.BindWith(OsuSetting.SnakingOutSliders, Body.SnakingOut); } public bool Tracking; protected override void Update() { base.Update(); Tracking = Ball.Tracking; double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1); foreach (var c in components.OfType()) c.UpdateProgress(completionProgress); foreach (var c in components.OfType()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0)); foreach (var t in components.OfType()) t.Tracking = Ball.Tracking; Size = Body.Size; OriginPosition = Body.PathOffset; if (DrawSize != Vector2.Zero) { var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize); foreach (var obj in NestedHitObjects) obj.RelativeAnchorPosition = childAnchorPosition; Ball.RelativeAnchorPosition = childAnchorPosition; } } protected override void CheckForResult(bool userTriggered, double timeOffset) { if (userTriggered || Time.Current < slider.EndTime) return; ApplyResult(r => { var judgementsCount = NestedHitObjects.Count(); var judgementsHit = NestedHitObjects.Count(h => h.IsHit); var hitFraction = (double)judgementsHit / judgementsCount; if (hitFraction == 1 && HeadCircle.Result.Type == HitResult.Great) r.Type = HitResult.Great; else if (hitFraction >= 0.5 && HeadCircle.Result.Type >= HitResult.Good) r.Type = HitResult.Good; else if (hitFraction > 0) r.Type = HitResult.Meh; else r.Type = HitResult.Miss; }); } protected override void UpdateCurrentState(ArmedState state) { Ball.FadeIn(); Ball.ScaleTo(HitObject.Scale); using (BeginDelayedSequence(slider.Duration, true)) { const float fade_out_time = 450; // intentionally pile on an extra FadeOut to make it happen much faster. Ball.FadeOut(fade_out_time / 4, Easing.Out); switch (state) { case ArmedState.Hit: Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out); break; } this.FadeOut(fade_out_time, Easing.OutQuint).Expire(); } Expire(true); } public Drawable ProxiedLayer => HeadCircle.ApproachCircle; public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Body.ReceivePositionalInputAt(screenSpacePos); } }