// 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.Graphics.Containers; using osu.Game.Rulesets.Osu.Judgements; using osu.Framework.Graphics.Primitives; using osu.Game.Rulesets.Scoring; 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 SliderBody Body; public readonly SliderBall Ball; public DrawableSlider(Slider s) : base(s) { slider = s; DrawableSliderTail tail; Container ticks; Container repeatPoints; Children = new Drawable[] { Body = new SliderBody(s) { AccentColour = AccentColour, Position = s.StackedPosition, PathWidth = s.Scale * 64, }, ticks = new Container(), repeatPoints = new Container(), Ball = new SliderBall(s) { Scale = new Vector2(s.Scale), AccentColour = AccentColour, AlwaysPresent = true, Alpha = 0 }, HeadCircle = new DrawableHitCircle(s.HeadCircle), tail = new DrawableSliderTail(s.TailCircle) }; components.Add(Body); components.Add(Ball); AddNested(HeadCircle); AddNested(tail); components.Add(tail); foreach (var tick in s.NestedHitObjects.OfType()) { var drawableTick = new DrawableSliderTick(tick) { Position = tick.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 }; repeatPoints.Add(drawableRepeatPoint); components.Add(drawableRepeatPoint); AddNested(drawableRepeatPoint); } } public bool Tracking; protected override void Update() { base.Update(); Tracking = Ball.Tracking; double completionProgress = MathHelper.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 (!HeadCircle.IsHit) HeadCircle.Position = slider.Curve.PositionAt(progress); 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; } protected override void CheckForJudgements(bool userTriggered, double timeOffset) { if (!userTriggered && Time.Current >= slider.EndTime) { var judgementsCount = NestedHitObjects.Count; var judgementsHit = NestedHitObjects.Count(h => h.IsHit); var hitFraction = (double)judgementsHit / judgementsCount; if (hitFraction == 1 && HeadCircle.Judgements.Any(j => j.Result == HitResult.Great)) AddJudgement(new OsuJudgement { Result = HitResult.Great }); else if (hitFraction >= 0.5 && HeadCircle.Judgements.Any(j => j.Result >= HitResult.Good)) AddJudgement(new OsuJudgement { Result = HitResult.Good }); else if (hitFraction > 0) AddJudgement(new OsuJudgement { Result = HitResult.Meh }); else AddJudgement(new OsuJudgement { Result = 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(); } } public Drawable ProxiedLayer => HeadCircle.ApproachCircle; public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Body.ReceiveMouseInputAt(screenSpacePos); public override Vector2 SelectionPoint => ToScreenSpace(Body.Position); public override Quad SelectionQuad => Body.PathDrawQuad; } }