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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
#nullable disable
using System;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Layout;
using osu.Game.Audio;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public partial class DrawableSlider : DrawableOsuHitObject
{
public new Slider HitObject => (Slider)base.HitObject;
public new OsuSliderJudgementResult Result => (OsuSliderJudgementResult)base.Result;
public DrawableSliderHead HeadCircle => headContainer.Child;
public DrawableSliderTail TailCircle => tailContainer.Child;
[Cached]
public DrawableSliderBall Ball { get; private set; }
public SkinnableDrawable Body { get; private set; }
private ShakeContainer shakeContainer;
protected override IEnumerable<Drawable> DimmablePieces => new Drawable[]
{
// HeadCircle should not be added to this list, as it handles dimming itself
TailCircle,
repeatContainer,
Body,
};
/// <summary>
/// A target container which can be used to add top level elements to the slider's display.
/// Intended to be used for proxy purposes only.
/// </summary>
public Container OverlayElementContainer { get; private set; }
public override bool DisplayResult => HitObject.ClassicSliderBehaviour;
[CanBeNull]
public PlaySliderBody SliderBody => Body.Drawable as PlaySliderBody;
public IBindable<int> PathVersion => pathVersion;
private readonly Bindable<int> pathVersion = new Bindable<int>();
public readonly SliderInputManager SliderInputManager;
private Container<DrawableSliderHead> headContainer;
private Container<DrawableSliderTail> tailContainer;
private Container<DrawableSliderTick> tickContainer;
private Container<DrawableSliderRepeat> repeatContainer;
private PausableSkinnableSound slidingSample;
private readonly LayoutValue relativeAnchorPositionLayout;
public DrawableSlider()
: this(null)
{
}
public DrawableSlider([CanBeNull] Slider s = null)
: base(s)
{
SliderInputManager = new SliderInputManager(this);
Ball = new DrawableSliderBall
{
BypassAutoSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
};
AddLayout(relativeAnchorPositionLayout = new LayoutValue(Invalidation.DrawSize | Invalidation.MiscGeometry));
}
[BackgroundDependencyLoader]
private void load()
{
tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };
AddRangeInternal(new Drawable[]
{
SliderInputManager,
shakeContainer = new ShakeContainer
{
ShakeDuration = 30,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
Body = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
// proxied here so that the tail is drawn under repeats/ticks - legacy skins rely on this
tailContainer.CreateProxy(),
tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
// actual tail container is placed here to ensure that tail hitobjects are processed after ticks/repeats.
// this is required for the correct operation of Score V2.
tailContainer,
}
},
// slider head is not included in shake as it handles hit detection, and handles its own shaking.
headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
OverlayElementContainer = new Container { RelativeSizeAxes = Axes.Both, },
Ball,
slidingSample = new PausableSkinnableSound
{
Looping = true,
MinimumSampleVolume = MINIMUM_SAMPLE_VOLUME,
}
});
PositionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
StackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
ScaleBindable.BindValueChanged(scale => Ball.Scale = new Vector2(scale.NewValue));
AccentColour.BindValueChanged(colour =>
{
foreach (var drawableHitObject in NestedHitObjects)
drawableHitObject.AccentColour.Value = colour.NewValue;
}, true);
}
protected override JudgementResult CreateResult(Judgement judgement) => new OsuSliderJudgementResult(HitObject, judgement);
protected override void OnApply()
{
base.OnApply();
// Ensure that the version will change after the upcoming BindTo().
pathVersion.Value = int.MaxValue;
PathVersion.BindTo(HitObject.Path.Version);
}
public override void Shake() => shakeContainer.Shake();
protected override void OnFree()
{
base.OnFree();
PathVersion.UnbindFrom(HitObject.Path.Version);
slidingSample?.ClearSamples();
}
protected override void LoadSamples()
{
// Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being.
Samples.Samples = HitObject.TailSamples.Cast<ISampleInfo>().ToArray();
slidingSample.Samples = HitObject.CreateSlidingSamples().Cast<ISampleInfo>().ToArray();
}
public override void StopAllSamples()
{
base.StopAllSamples();
slidingSample?.Stop();
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
switch (hitObject)
{
case DrawableSliderHead head:
headContainer.Child = head;
break;
case DrawableSliderTail tail:
tailContainer.Child = tail;
break;
case DrawableSliderTick tick:
tickContainer.Add(tick);
break;
case DrawableSliderRepeat repeat:
repeatContainer.Add(repeat);
break;
}
relativeAnchorPositionLayout.Invalidate();
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
headContainer.Clear(false);
tailContainer.Clear(false);
repeatContainer.Clear(false);
tickContainer.Clear(false);
OverlayElementContainer.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case SliderTailCircle tail:
return new DrawableSliderTail(tail);
case SliderHeadCircle head:
return new DrawableSliderHead(head);
case SliderTick tick:
return new DrawableSliderTick(tick);
case SliderRepeat repeat:
return new DrawableSliderRepeat(repeat);
}
return base.CreateNestedHitObject(hitObject);
}
public readonly Bindable<bool> Tracking = new Bindable<bool>();
protected override void Update()
{
base.Update();
Tracking.Value = SliderInputManager.Tracking;
if (slidingSample != null)
{
if (Tracking.Value && Time.Current >= HitObject.StartTime)
{
// keep the sliding sample playing at the current tracking position
if (!slidingSample.RequestedPlaying)
slidingSample.Play();
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(CalculateDrawableRelativePosition(Ball));
}
else if (slidingSample.IsPlaying || slidingSample.RequestedPlaying)
slidingSample.Stop();
}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
// During slider path editing, the PlaySliderBody is scheduled to refresh once on Update.
// It is crucial to perform the code below in UpdateAfterChildren. This ensures that the SliderBody has the opportunity
// to update its Size and PathOffset beforehand, ensuring correct placement.
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
Ball.UpdateProgress(completionProgress);
SliderBody?.UpdateProgress(HeadCircle.IsHit ? completionProgress : 0);
foreach (DrawableSliderRepeat repeat in repeatContainer)
repeat.UpdateSnakingPosition(HitObject.Path.PositionAt(SliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(SliderBody?.SnakedEnd ?? 0));
Size = SliderBody?.Size ?? Vector2.Zero;
OriginPosition = SliderBody?.PathOffset ?? Vector2.Zero;
if (!relativeAnchorPositionLayout.IsValid)
{
Vector2 pos = Vector2.Divide(OriginPosition, DrawSize);
foreach (var obj in NestedHitObjects)
obj.RelativeAnchorPosition = pos;
Ball.RelativeAnchorPosition = pos;
relativeAnchorPositionLayout.Validate();
}
}
public override void OnKilled()
{
base.OnKilled();
SliderBody?.RecyclePath();
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered || !TailCircle.Judged || Time.Current < HitObject.EndTime)
return;
if (HitObject.ClassicSliderBehaviour)
{
// Classic behaviour means a slider is judged proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
ApplyResult(static (r, hitObject) =>
{
int totalTicks = hitObject.NestedHitObjects.Count;
int hitTicks = hitObject.NestedHitObjects.Count(h => h.IsHit);
if (hitTicks == totalTicks)
r.Type = HitResult.Great;
else if (hitTicks == 0)
r.Type = HitResult.Miss;
else
{
double hitFraction = (double)hitTicks / totalTicks;
r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
}
});
}
else
{
// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
ApplyResult(static (r, hitObject) =>
{
r.Type = hitObject.NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult;
});
}
}
public override void PlaySamples()
{
// rather than doing it this way, we should probably attach the sample to the tail circle.
// this can only be done if we stop using LastTick.
if (!TailCircle.SamplePlaysOnlyOnHit || TailCircle.IsHit)
base.PlaySamples();
}
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
Body.FadeInFromZero(HitObject.TimeFadeIn);
}
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
const float fade_out_time = 240;
switch (state)
{
case ArmedState.Hit:
if (HeadCircle.IsHit && SliderBody?.SnakingOut.Value == true)
Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
break;
}
this.FadeOut(fade_out_time).Expire();
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => SliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
private partial class DefaultSliderBody : PlaySliderBody
{
}
#region FOR EDITOR USE ONLY, DO NOT USE FOR ANY OTHER PURPOSE
internal void SuppressHitAnimations()
{
UpdateState(ArmedState.Idle);
HeadCircle.SuppressHitAnimations();
foreach (var repeat in repeatContainer)
repeat.SuppressHitAnimations();
TailCircle.SuppressHitAnimations();
// This method is called every frame in editor contexts, thus the lack of need for transforms.
if (Time.Current >= HitStateUpdateTime)
{
// Apply the slider's alpha to *only* the body.
// This allows start and more importantly end circles to fade slower than the overall slider.
if (Alpha < 1)
Body.Alpha = Alpha;
Alpha = 1;
}
LifetimeEnd = HitStateUpdateTime + 700;
}
internal void RestoreHitAnimations()
{
UpdateState(ArmedState.Hit);
HeadCircle.RestoreHitAnimations();
foreach (var repeat in repeatContainer)
repeat.RestoreHitAnimations();
TailCircle.RestoreHitAnimations();
}
#endregion
}
}