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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/Connections/FollowPointConnection.cs
2021-10-27 13:04:41 +09:00

121 lines
4.9 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Pooling;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Pooling;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
{
/// <summary>
/// Visualises the <see cref="FollowPoint"/>s between two <see cref="DrawableOsuHitObject"/>s.
/// </summary>
public class FollowPointConnection : PoolableDrawableWithLifetime<FollowPointLifetimeEntry>
{
// Todo: These shouldn't be constants
public const int SPACING = 32;
public const double PREEMPT = 800;
public DrawablePool<FollowPoint> Pool;
protected override void OnApply(FollowPointLifetimeEntry entry)
{
base.OnApply(entry);
entry.Invalidated += onEntryInvalidated;
refreshPoints();
}
protected override void OnFree(FollowPointLifetimeEntry entry)
{
base.OnFree(entry);
entry.Invalidated -= onEntryInvalidated;
// Return points to the pool.
ClearInternal(false);
}
private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints);
private void refreshPoints()
{
ClearInternal(false);
var entry = Entry;
if (entry?.End == null) return;
OsuHitObject start = entry.Start;
OsuHitObject end = entry.End;
double startTime = start.GetEndTime();
Vector2 startPosition = start.StackedEndPosition;
Vector2 endPosition = end.StackedPosition;
Vector2 distanceVector = endPosition - startPosition;
int distance = (int)distanceVector.Length;
float rotation = (float)(Math.Atan2(distanceVector.Y, distanceVector.X) * (180 / Math.PI));
double finalTransformEndTime = startTime;
for (int d = (int)(SPACING * 1.5); d < distance - SPACING; d += SPACING)
{
float fraction = (float)d / distance;
Vector2 pointStartPosition = startPosition + (fraction - 0.1f) * distanceVector;
Vector2 pointEndPosition = startPosition + fraction * distanceVector;
GetFadeTimes(start, end, (float)d / distance, out double fadeInTime, out double fadeOutTime);
FollowPoint fp;
AddInternal(fp = Pool.Get());
fp.ClearTransforms();
fp.Position = pointStartPosition;
fp.Rotation = rotation;
fp.Alpha = 0;
fp.Scale = new Vector2(1.5f * end.Scale);
fp.AnimationStartTime.Value = fadeInTime;
using (fp.BeginAbsoluteSequence(fadeInTime))
{
fp.FadeIn(end.TimeFadeIn);
fp.ScaleTo(end.Scale, end.TimeFadeIn, Easing.Out);
fp.MoveTo(pointEndPosition, end.TimeFadeIn, Easing.Out);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(end.TimeFadeIn).Expire();
finalTransformEndTime = fp.LifetimeEnd;
}
}
entry.LifetimeEnd = finalTransformEndTime;
}
/// <summary>
/// Computes the fade time of follow point positioned between two hitobjects.
/// </summary>
/// <param name="start">The first <see cref="OsuHitObject"/>, where follow points should originate from.</param>
/// <param name="end">The second <see cref="OsuHitObject"/>, which follow points should target.</param>
/// <param name="fraction">The fractional distance along <paramref name="start"/> and <paramref name="end"/> at which the follow point is to be located.</param>
/// <param name="fadeInTime">The fade-in time of the follow point/</param>
/// <param name="fadeOutTime">The fade-out time of the follow point.</param>
public static void GetFadeTimes(OsuHitObject start, OsuHitObject end, float fraction, out double fadeInTime, out double fadeOutTime)
{
double startTime = start.GetEndTime();
double duration = end.StartTime - startTime;
// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
fadeOutTime = startTime + fraction * duration;
fadeInTime = fadeOutTime - preempt;
}
}
}