mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 18:10:04 +08:00
187 lines
7.3 KiB
C#
187 lines
7.3 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
|
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
|
|
|
using OpenTK;
|
|
using osu.Framework.Graphics;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Game.Rulesets.Osu.Judgements;
|
|
using osu.Framework.Graphics.Primitives;
|
|
using osu.Game.Rulesets.Scoring;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
|
{
|
|
public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
|
|
{
|
|
private readonly Slider slider;
|
|
|
|
public readonly DrawableHitCircle InitialCircle;
|
|
|
|
private readonly List<ISliderProgress> components = new List<ISliderProgress>();
|
|
|
|
private readonly Container<DrawableSliderTick> ticks;
|
|
private readonly Container<DrawableRepeatPoint> repeatPoints;
|
|
|
|
public readonly SliderBody Body;
|
|
public readonly SliderBall Ball;
|
|
|
|
public DrawableSlider(Slider s)
|
|
: base(s)
|
|
{
|
|
slider = s;
|
|
|
|
Children = new Drawable[]
|
|
{
|
|
Body = new SliderBody(s)
|
|
{
|
|
AccentColour = AccentColour,
|
|
Position = s.StackedPosition,
|
|
PathWidth = s.Scale * 64,
|
|
},
|
|
ticks = new Container<DrawableSliderTick>(),
|
|
repeatPoints = new Container<DrawableRepeatPoint>(),
|
|
Ball = new SliderBall(s)
|
|
{
|
|
Scale = new Vector2(s.Scale),
|
|
AccentColour = AccentColour,
|
|
AlwaysPresent = true,
|
|
Alpha = 0
|
|
},
|
|
InitialCircle = new DrawableHitCircle(new HitCircle
|
|
{
|
|
StartTime = s.StartTime,
|
|
Position = s.StackedPosition,
|
|
IndexInCurrentCombo = s.IndexInCurrentCombo,
|
|
Scale = s.Scale,
|
|
ComboColour = s.ComboColour,
|
|
Samples = s.Samples,
|
|
SampleControlPoint = s.SampleControlPoint
|
|
})
|
|
};
|
|
|
|
components.Add(Body);
|
|
components.Add(Ball);
|
|
|
|
AddNested(InitialCircle);
|
|
|
|
var repeatDuration = s.Curve.Distance / s.Velocity;
|
|
foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
|
|
{
|
|
var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
|
|
var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
|
|
var fadeOutTime = repeatStartTime + repeatDuration;
|
|
|
|
var drawableTick = new DrawableSliderTick(tick)
|
|
{
|
|
FadeInTime = fadeInTime,
|
|
FadeOutTime = fadeOutTime,
|
|
Position = tick.Position,
|
|
};
|
|
|
|
ticks.Add(drawableTick);
|
|
AddNested(drawableTick);
|
|
}
|
|
|
|
foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
|
|
{
|
|
var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
|
|
var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
|
|
var fadeOutTime = repeatStartTime + repeatDuration;
|
|
|
|
var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
|
|
{
|
|
FadeInTime = fadeInTime,
|
|
FadeOutTime = fadeOutTime,
|
|
Position = repeatPoint.Position,
|
|
};
|
|
|
|
repeatPoints.Add(drawableRepeatPoint);
|
|
AddNested(drawableRepeatPoint);
|
|
}
|
|
}
|
|
|
|
private int currentRepeat;
|
|
public bool Tracking;
|
|
|
|
public override double FadeInDuration
|
|
{
|
|
get { return base.FadeInDuration; }
|
|
set { InitialCircle.FadeInDuration = base.FadeInDuration = value; }
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
base.Update();
|
|
|
|
Tracking = Ball.Tracking;
|
|
|
|
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
|
|
|
|
int repeat = slider.RepeatAt(progress);
|
|
progress = slider.ProgressAt(progress);
|
|
|
|
if (repeat > currentRepeat)
|
|
currentRepeat = repeat;
|
|
|
|
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
|
|
if (!InitialCircle.Judgements.Any(j => j.IsHit))
|
|
InitialCircle.Position = slider.Curve.PositionAt(progress);
|
|
|
|
foreach (var c in components) c.UpdateProgress(progress, repeat);
|
|
foreach (var t in ticks.Children) t.Tracking = Ball.Tracking;
|
|
}
|
|
|
|
protected override void CheckForJudgements(bool userTriggered, double timeOffset)
|
|
{
|
|
if (!userTriggered && Time.Current >= slider.EndTime)
|
|
{
|
|
var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1;
|
|
var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit));
|
|
if (InitialCircle.Judgements.Any(j => j.IsHit))
|
|
judgementsHit++;
|
|
|
|
var hitFraction = (double)judgementsHit / judgementsCount;
|
|
if (hitFraction == 1 && InitialCircle.Judgements.Any(j => j.Result == HitResult.Great))
|
|
AddJudgement(new OsuJudgement { Result = HitResult.Great });
|
|
else if (hitFraction >= 0.5 && InitialCircle.Judgements.Any(j => j.Result >= HitResult.Good))
|
|
AddJudgement(new OsuJudgement { Result = HitResult.Good });
|
|
else if (hitFraction > 0)
|
|
AddJudgement(new OsuJudgement { Result = HitResult.Meh });
|
|
else
|
|
AddJudgement(new OsuJudgement { Result = HitResult.Miss });
|
|
}
|
|
}
|
|
|
|
protected override void UpdateCurrentState(ArmedState state)
|
|
{
|
|
Ball.FadeIn();
|
|
Ball.ScaleTo(HitObject.Scale);
|
|
|
|
using (BeginDelayedSequence(slider.Duration, true))
|
|
{
|
|
const float fade_out_time = 450;
|
|
|
|
// intentionally pile on an extra FadeOut to make it happen much faster.
|
|
Ball.FadeOut(fade_out_time / 4, Easing.Out);
|
|
|
|
switch (state)
|
|
{
|
|
case ArmedState.Hit:
|
|
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
|
|
break;
|
|
}
|
|
|
|
this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
|
|
}
|
|
}
|
|
|
|
public Drawable ProxiedLayer => InitialCircle.ApproachCircle;
|
|
|
|
public override Vector2 SelectionPoint => ToScreenSpace(Body.Position);
|
|
public override Quad SelectionQuad => Body.PathDrawQuad;
|
|
}
|
|
}
|