mirror of
https://github.com/ppy/osu.git
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1d6609d9f3
Also fixes some typos and reduces spelling suggestions to hints.
115 lines
4.0 KiB
C#
115 lines
4.0 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;
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using System.Collections.Generic;
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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public class FollowPointRenderer : ConnectionRenderer<OsuHitObject>
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{
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private int pointDistance = 32;
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/// <summary>
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/// Determines how much space there is between points.
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/// </summary>
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public int PointDistance
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{
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get { return pointDistance; }
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set
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{
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if (pointDistance == value) return;
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pointDistance = value;
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update();
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}
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}
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private int preEmpt = 800;
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/// <summary>
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/// Follow points to the next hitobject start appearing for this many milliseconds before an hitobject's end time.
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/// </summary>
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public int PreEmpt
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{
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get { return preEmpt; }
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set
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{
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if (preEmpt == value) return;
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preEmpt = value;
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update();
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}
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}
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private IEnumerable<OsuHitObject> hitObjects;
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public override IEnumerable<OsuHitObject> HitObjects
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{
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get { return hitObjects; }
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set
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{
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hitObjects = value;
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update();
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}
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}
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public override bool RemoveCompletedTransforms => false;
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private void update()
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{
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Clear();
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if (hitObjects == null)
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return;
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OsuHitObject prevHitObject = null;
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foreach (var currHitObject in hitObjects)
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{
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if (prevHitObject != null && !currHitObject.NewCombo && !(prevHitObject is Spinner) && !(currHitObject is Spinner))
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{
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Vector2 startPosition = prevHitObject.EndPosition;
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Vector2 endPosition = currHitObject.Position;
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double startTime = (prevHitObject as IHasEndTime)?.EndTime ?? prevHitObject.StartTime;
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double endTime = currHitObject.StartTime;
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Vector2 distanceVector = endPosition - startPosition;
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int distance = (int)distanceVector.Length;
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float rotation = (float)Math.Atan2(distanceVector.Y, distanceVector.X);
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double duration = endTime - startTime;
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for (int d = (int)(PointDistance * 1.5); d < distance - PointDistance; d += PointDistance)
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{
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float fraction = (float)d / distance;
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Vector2 pointStartPosition = startPosition + (fraction - 0.1f) * distanceVector;
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Vector2 pointEndPosition = startPosition + fraction * distanceVector;
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double fadeOutTime = startTime + fraction * duration;
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double fadeInTime = fadeOutTime - PreEmpt;
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FollowPoint fp;
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Add(fp = new FollowPoint
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{
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Position = pointStartPosition,
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Rotation = rotation,
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Alpha = 0,
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Scale = new Vector2(1.5f),
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});
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(currHitObject.TimeFadeIn);
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fp.ScaleTo(1, currHitObject.TimeFadeIn, Easing.Out);
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fp.MoveTo(pointEndPosition, currHitObject.TimeFadeIn, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(currHitObject.TimeFadeIn);
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}
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fp.Expire(true);
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}
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}
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prevHitObject = currHitObject;
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}
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}
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}
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}
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