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# Conflicts: # osu.Game.Modes.Osu/Objects/Drawables/DrawableSlider.cs
141 lines
4.4 KiB
C#
141 lines
4.4 KiB
C#
//Copyright (c) 2007-2016 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.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Framework.Input;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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class DrawableSlider : DrawableOsuHitObject
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{
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private Slider slider;
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private DrawableHitCircle initialCircle;
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private List<ISliderProgress> components = new List<ISliderProgress>();
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SliderBody body;
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SliderBall ball;
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SliderBouncer bouncer1, bouncer2;
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public DrawableSlider(Slider s) : base(s)
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{
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slider = s;
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Children = new Drawable[]
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{
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body = new SliderBody(s)
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{
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Position = s.Position,
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PathWidth = s.Scale * 72,
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},
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bouncer1 = new SliderBouncer(s, false)
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{
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Position = s.Curve.PositionAt(1),
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Scale = new Vector2(s.Scale),
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},
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bouncer2 = new SliderBouncer(s, true)
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{
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Position = s.Position,
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Scale = new Vector2(s.Scale),
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},
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ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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},
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initialCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.Position,
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Scale = s.Scale,
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Colour = s.Colour,
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Sample = s.Sample,
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}),
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};
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components.Add(body);
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components.Add(ball);
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components.Add(bouncer1);
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components.Add(bouncer2);
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}
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// Since the DrawableSlider itself is just a container without a size we need to
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// pass all input through.
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public override bool Contains(Vector2 screenSpacePos) => true;
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int currentRepeat;
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protected override void Update()
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{
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base.Update();
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = (int)(progress * slider.RepeatCount);
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progress = (progress * slider.RepeatCount) % 1;
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if (repeat > currentRepeat)
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{
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if (ball.Tracking)
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PlaySample();
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currentRepeat = repeat;
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}
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if (repeat % 2 == 1)
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progress = 1 - progress;
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (initialCircle.Judgement?.Result != HitResult.Hit)
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initialCircle.Position = slider.Curve.PositionAt(progress);
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components.ForEach(c => c.UpdateProgress(progress, repeat));
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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var j = Judgement as OsuJudgementInfo;
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var sc = initialCircle.Judgement as OsuJudgementInfo;
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if (!userTriggered && Time.Current >= HitObject.EndTime)
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{
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j.Score = sc.Score;
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j.Result = sc.Result;
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}
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}
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protected override void UpdateInitialState()
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{
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base.UpdateInitialState();
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body.Alpha = 1;
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//we need to be visible to handle input events. note that we still don't get enough events (we don't get a position if the mouse hasn't moved since the slider appeared).
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ball.Alpha = 0.01f;
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}
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protected override void UpdateState(ArmedState state)
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{
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base.UpdateState(state);
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ball.FadeIn();
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Delay(HitObject.Duration, true);
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body.FadeOut(160);
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ball.FadeOut(160);
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FadeOut(800);
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}
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}
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internal interface ISliderProgress
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{
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void UpdateProgress(double progress, int repeat);
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}
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} |