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330 lines
12 KiB
C#
330 lines
12 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using JetBrains.Annotations;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Audio;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject
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{
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public new Slider HitObject => (Slider)base.HitObject;
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public DrawableSliderHead HeadCircle => headContainer.Child;
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public DrawableSliderTail TailCircle => tailContainer.Child;
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public SliderBall Ball { get; private set; }
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public SkinnableDrawable Body { get; private set; }
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public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
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private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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public IBindable<int> PathVersion => pathVersion;
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private readonly Bindable<int> pathVersion = new Bindable<int>();
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private Container<DrawableSliderHead> headContainer;
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private Container<DrawableSliderTail> tailContainer;
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private Container<DrawableSliderTick> tickContainer;
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private Container<DrawableSliderRepeat> repeatContainer;
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private PausableSkinnableSound slidingSample;
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public DrawableSlider()
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: this(null)
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{
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}
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public DrawableSlider([CanBeNull] Slider s = null)
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: base(s)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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Body = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
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tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both },
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tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
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repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
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Ball = new SliderBall(this)
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{
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GetInitialHitAction = () => HeadCircle.HitAction,
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BypassAutoSizeAxes = Axes.Both,
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AlwaysPresent = true,
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Alpha = 0
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},
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headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
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slidingSample = new PausableSkinnableSound { Looping = true }
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};
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PositionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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StackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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ScaleBindable.BindValueChanged(scale => Ball.Scale = new Vector2(scale.NewValue));
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AccentColour.BindValueChanged(colour =>
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{
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour.Value = colour.NewValue;
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updateBallTint();
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}, true);
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Tracking.BindValueChanged(updateSlidingSample);
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}
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protected override void OnApply()
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{
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base.OnApply();
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// Ensure that the version will change after the upcoming BindTo().
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pathVersion.Value = int.MaxValue;
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PathVersion.BindTo(HitObject.Path.Version);
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}
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protected override void OnFree()
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{
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base.OnFree();
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PathVersion.UnbindFrom(HitObject.Path.Version);
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slidingSample.Samples = null;
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}
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protected override void LoadSamples()
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{
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base.LoadSamples();
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var firstSample = HitObject.Samples.FirstOrDefault();
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if (firstSample != null)
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{
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var clone = HitObject.SampleControlPoint.ApplyTo(firstSample).With("sliderslide");
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slidingSample.Samples = new ISampleInfo[] { clone };
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}
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}
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public override void StopAllSamples()
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{
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base.StopAllSamples();
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slidingSample?.Stop();
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}
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private void updateSlidingSample(ValueChangedEvent<bool> tracking)
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{
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if (tracking.NewValue)
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slidingSample?.Play();
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else
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slidingSample?.Stop();
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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{
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base.AddNestedHitObject(hitObject);
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switch (hitObject)
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{
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case DrawableSliderHead head:
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headContainer.Child = head;
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break;
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case DrawableSliderTail tail:
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tailContainer.Child = tail;
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break;
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case DrawableSliderTick tick:
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tickContainer.Add(tick);
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break;
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case DrawableSliderRepeat repeat:
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repeatContainer.Add(repeat);
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break;
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}
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}
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protected override void ClearNestedHitObjects()
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{
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base.ClearNestedHitObjects();
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headContainer.Clear(false);
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tailContainer.Clear(false);
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repeatContainer.Clear(false);
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tickContainer.Clear(false);
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}
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protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case SliderTailCircle tail:
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return new DrawableSliderTail(tail);
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case SliderHeadCircle head:
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return new DrawableSliderHead(head);
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case SliderTick tick:
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return new DrawableSliderTick(tick);
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case SliderRepeat repeat:
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return new DrawableSliderRepeat(repeat);
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}
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return base.CreateNestedHitObject(hitObject);
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}
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public readonly Bindable<bool> Tracking = new Bindable<bool>();
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protected override void Update()
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{
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base.Update();
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Tracking.Value = Ball.Tracking;
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if (Tracking.Value && slidingSample != null)
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// keep the sliding sample playing at the current tracking position
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slidingSample.Balance.Value = CalculateSamplePlaybackBalance(Ball.X / OsuPlayfield.BASE_SIZE.X);
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double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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sliderBody?.UpdateProgress(completionProgress);
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foreach (DrawableHitObject hitObject in NestedHitObjects)
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{
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if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(HitObject.Path.PositionAt(sliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(sliderBody?.SnakedEnd ?? 0));
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if (hitObject is IRequireTracking t) t.Tracking = Ball.Tracking;
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}
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Size = sliderBody?.Size ?? Vector2.Zero;
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OriginPosition = sliderBody?.PathOffset ?? Vector2.Zero;
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if (DrawSize != Vector2.Zero)
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{
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var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize);
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foreach (var obj in NestedHitObjects)
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obj.RelativeAnchorPosition = childAnchorPosition;
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Ball.RelativeAnchorPosition = childAnchorPosition;
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}
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}
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public override void OnKilled()
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{
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base.OnKilled();
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sliderBody?.RecyclePath();
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}
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protected override void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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base.ApplySkin(skin, allowFallback);
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updateBallTint();
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}
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private void updateBallTint()
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{
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if (CurrentSkin == null)
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return;
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bool allowBallTint = CurrentSkin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.AllowSliderBallTint)?.Value ?? false;
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Ball.AccentColour = allowBallTint ? AccentColour.Value : Color4.White;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (userTriggered || Time.Current < HitObject.EndTime)
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return;
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// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
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// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
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if (HitObject.OnlyJudgeNestedObjects)
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{
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ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
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return;
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}
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// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
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ApplyResult(r =>
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{
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int totalTicks = NestedHitObjects.Count;
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int hitTicks = NestedHitObjects.Count(h => h.IsHit);
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if (hitTicks == totalTicks)
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r.Type = HitResult.Great;
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else if (hitTicks == 0)
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r.Type = HitResult.Miss;
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else
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{
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double hitFraction = (double)hitTicks / totalTicks;
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r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
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}
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});
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}
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public override void PlaySamples()
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{
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// rather than doing it this way, we should probably attach the sample to the tail circle.
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// this can only be done after we stop using LegacyLastTick.
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if (TailCircle.IsHit)
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base.PlaySamples();
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}
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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Body.FadeInFromZero(HitObject.TimeFadeIn);
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}
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protected override void UpdateStartTimeStateTransforms()
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{
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base.UpdateStartTimeStateTransforms();
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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if (sliderBody?.SnakingOut.Value == true)
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Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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}
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => sliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
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private class DefaultSliderBody : PlaySliderBody
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{
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}
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}
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}
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