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63 lines
2.5 KiB
C#
63 lines
2.5 KiB
C#
// Copyright (c) 2007-2017 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 osu.Game.Rulesets.Timing;
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namespace osu.Game.Rulesets.Mania.Timing.Drawables
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{
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/// <summary>
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/// A timing change which scrolls with an increasing velocity, following a form of "gravity".
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/// </summary>
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public class DrawableManiaGravityTimingChange : DrawableManiaTimingChange
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{
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public DrawableManiaGravityTimingChange(TimingChange timingChange)
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: base(timingChange)
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{
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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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// The gravity-adjusted start position
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float startY = (float)computeGravityTime(TimingChange.Time);
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// The gravity-adjusted end position
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float endY = (float)computeGravityTime(TimingChange.Time + Content.RelativeChildSize.Y);
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Content.Y = startY;
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Content.Height = endY - startY;
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}
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/// <summary>
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/// Applies gravity to a time value based on the current time.
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/// </summary>
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/// <param name="time">The time value gravity should be applied to.</param>
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/// <returns>The time after gravity is applied to <paramref name="time"/>.</returns>
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private double computeGravityTime(double time)
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{
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double relativeTime = relativeTimeAt(time);
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// The sign of the relative time, this is used to apply backwards acceleration leading into startTime
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double sign = relativeTime < 0 ? -1 : 1;
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return timeSpan - acceleration * relativeTime * relativeTime * sign;
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}
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/// <summary>
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/// The time spanned by this container.
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/// </summary>
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private double timeSpan => RelativeChildSize.Y;
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/// <summary>
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/// The acceleration due to "gravity" of the content of this container.
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/// </summary>
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private double acceleration => 1 / timeSpan;
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/// <summary>
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/// Computes the current time relative to <paramref name="time"/>, accounting for <see cref="timeSpan"/>.
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/// </summary>
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/// <param name="time">The non-offset time.</param>
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/// <returns>The current time relative to <paramref name="time"/> - <see cref="timeSpan"/>. </returns>
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private double relativeTimeAt(double time) => Time.Current - time + timeSpan;
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}
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} |