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738ce0f689
Aims to make minimal changes to `DrawableSlider` itself. I'm not super happy about the slider ball being moved above the head circle, but it *is* what people are used to so no one except for me is going to complain. Supersedes and closes https://github.com/ppy/osu/pull/14561.
108 lines
3.4 KiB
C#
108 lines
3.4 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.Diagnostics;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderHead : DrawableHitCircle
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{
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public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject;
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[CanBeNull]
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public Slider Slider => DrawableSlider?.HitObject;
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public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
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/// <summary>
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/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
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/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
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/// </summary>
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public bool TrackFollowCircle = true;
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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public DrawableSliderHead()
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{
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}
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public DrawableSliderHead(SliderHeadCircle h)
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: base(h)
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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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PositionBindable.BindValueChanged(_ => updatePosition());
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pathVersion.BindValueChanged(_ => updatePosition());
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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(DrawableSlider.PathVersion);
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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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pathVersion.BindTo(DrawableSlider.PathVersion);
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OnShake = DrawableSlider.Shake;
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CheckHittable = (d, t) => DrawableSlider.CheckHittable?.Invoke(d, t) ?? true;
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}
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protected override void Update()
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{
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base.Update();
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Debug.Assert(Slider != null);
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Debug.Assert(HitObject != null);
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if (TrackFollowCircle)
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{
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double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
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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 (!IsHit)
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Position = Slider.CurvePositionAt(completionProgress);
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}
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}
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protected override HitResult ResultFor(double timeOffset)
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{
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Debug.Assert(HitObject != null);
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if (HitObject.JudgeAsNormalHitCircle)
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return base.ResultFor(timeOffset);
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// If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring.
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var result = base.ResultFor(timeOffset);
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return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss;
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}
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public Action<double> OnShake;
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public override void Shake(double maximumLength) => OnShake?.Invoke(maximumLength);
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private void updatePosition()
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{
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if (Slider != null)
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Position = HitObject.Position - Slider.Position;
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}
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}
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}
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