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173 lines
5.2 KiB
C#
173 lines
5.2 KiB
C#
using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Framework.Graphics.Sprites;
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using OpenTK.Graphics;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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class DrawableSlider : DrawableOsuHitObject
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{
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private Slider slider;
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private DrawableHitCircle startCircle;
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private Container ball;
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private SliderBody body;
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public DrawableSlider(Slider s) : base(s)
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{
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slider = s;
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Origin = Anchor.TopLeft;
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Position = Vector2.Zero;
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Children = new Drawable[]
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{
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body = new SliderBody(s),
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ball = new Container
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{
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Masking = true,
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CornerRadius = 20,
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AutoSizeAxes = Axes.Both,
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Colour = Color4.Red,
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Origin = Anchor.Centre,
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Children = new []
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{
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new Box
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{
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Width = 40,
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Height = 40,
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}
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}
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},
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startCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.Position,
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Colour = s.Colour,
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})
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{
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Depth = 1 //override time-based depth.
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},
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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protected override void Update()
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{
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base.Update();
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ball.Alpha = Time.Current >= slider.StartTime && Time.Current <= slider.EndTime ? 1 : 0;
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double t = (Time.Current - slider.StartTime) / slider.Duration;
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if (slider.RepeatCount > 1)
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{
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double currentRepeat = (int)(t * slider.RepeatCount);
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t = (t * slider.RepeatCount) % 1;
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if (currentRepeat % 2 == 1)
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t = 1 - t;
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}
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ball.Position = slider.Curve.PositionAt(t);
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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Flush(true); //move to DrawableHitObject
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Alpha = 0;
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Delay(HitObject.StartTime - 450 - Time.Current, true);
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FadeIn(300);
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Delay(450 + HitObject.Duration);
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FadeOut(100);
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}
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class SliderBody : Container
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{
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private Path path;
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double? drawnProgress;
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Slider slider;
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public SliderBody(Slider s)
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{
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slider = s;
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Children = new Drawable[]
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{
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//new BufferedContainer
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//{
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// RelativeSizeAxes = Axes.Both,
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// Children = new Drawable[]
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// {
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path = new Path
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{
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Colour = s.Colour,
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},
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// }
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//}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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path.PathWidth = 50;
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}
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protected override void Update()
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{
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base.Update();
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double segmentSize = 1 / (slider.Curve.Length / 5);
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT) / TIME_FADEIN, 0, 1);
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if (progress != drawnProgress)
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{
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if (progress == 0)
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{
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//if we have gone backwards, just clear the path for now.
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drawnProgress = 0;
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path.Positions.Clear();
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}
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if (drawnProgress == null)
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{
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drawnProgress = 0;
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path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
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}
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while (drawnProgress + segmentSize < progress)
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{
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drawnProgress += segmentSize;
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path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
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}
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if (progress == 1 && drawnProgress != progress)
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{
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drawnProgress = progress;
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path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
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}
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path.Invalidate(Invalidation.DrawNode);
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}
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}
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}
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}
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}
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