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37c9aac49f
This is consistent as other components now use time instead of distance.
78 lines
2.6 KiB
C#
78 lines
2.6 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
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{
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public class ScrollingPath : CompositeDrawable
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{
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private readonly Path drawablePath;
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private readonly List<(double Time, float X)> vertices = new List<(double, float)>();
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public ScrollingPath()
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{
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Anchor = Anchor.BottomLeft;
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InternalChildren = new Drawable[]
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{
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drawablePath = new SmoothPath
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{
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PathRadius = 2,
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Alpha = 0.5f
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},
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};
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}
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public void UpdatePathFrom(ScrollingHitObjectContainer hitObjectContainer, JuiceStream hitObject)
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{
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double timeToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1);
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computeTimeXs(hitObject);
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drawablePath.Vertices = vertices
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.Select(v => new Vector2(v.X, (float)(v.Time * timeToYFactor)))
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.ToArray();
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drawablePath.OriginPosition = drawablePath.PositionInBoundingBox(Vector2.Zero);
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}
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private void computeTimeXs(JuiceStream hitObject)
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{
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vertices.Clear();
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var sliderVertices = new List<Vector2>();
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hitObject.Path.GetPathToProgress(sliderVertices, 0, 1);
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if (sliderVertices.Count == 0)
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return;
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double time = 0;
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Vector2 lastPosition = Vector2.Zero;
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for (int repeat = 0; repeat < hitObject.RepeatCount + 1; repeat++)
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{
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foreach (var position in sliderVertices)
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{
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time += Vector2.Distance(lastPosition, position) / hitObject.Velocity;
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lastPosition = position;
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vertices.Add((time, position.X));
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}
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sliderVertices.Reverse();
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}
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}
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// Because this has 0x0 size, the contents are otherwise masked away if the start position is outside the screen.
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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}
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}
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