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78 lines
3.2 KiB
C#
78 lines
3.2 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.UI.Scrolling.Visualisers
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{
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public class ConstantSpeedChangeVisualiser : ISpeedChangeVisualiser
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{
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public double TimeRange { get; set; }
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public float ScrollLength { get; set; }
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public void ComputeInitialStates(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction)
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{
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foreach (var obj in hitObjects)
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{
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obj.LifetimeStart = GetDisplayStartTime(obj.HitObject.StartTime);
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if (obj.HitObject is IHasEndTime endTime)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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case ScrollingDirection.Down:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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case ScrollingDirection.Left:
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case ScrollingDirection.Right:
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obj.Height = GetLength(obj.HitObject.StartTime, endTime.EndTime);
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break;
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}
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}
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ComputeInitialStates(obj.NestedHitObjects, direction);
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// Nested hitobjects don't need to scroll, but they do need accurate positions
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UpdatePositions(obj.NestedHitObjects, direction, obj.HitObject.StartTime);
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}
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}
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public void UpdatePositions(IEnumerable<DrawableHitObject> hitObjects, ScrollingDirection direction, double currentTime)
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{
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foreach (var obj in hitObjects)
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{
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switch (direction)
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{
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case ScrollingDirection.Up:
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obj.Y = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Down:
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obj.Y = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Left:
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obj.X = PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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case ScrollingDirection.Right:
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obj.X = -PositionAt(currentTime, obj.HitObject.StartTime);
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break;
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}
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}
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}
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public double GetDisplayStartTime(double startTime) => startTime - TimeRange;
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public float GetLength(double startTime, double endTime)
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{
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// At the hitobject's end time, the hitobject will be positioned such that its end rests at the origin.
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// This results in a negative-position value, and the absolute of it indicates the length of the hitobject.
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return -PositionAt(endTime, startTime);
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}
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public float PositionAt(double currentTime, double startTime) => (float)((startTime - currentTime) / TimeRange * ScrollLength);
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}
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}
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