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4f3ab879de
UpdateState is called in LoadComplete for cases where the state may have changed before a load operation.
182 lines
6.4 KiB
C#
182 lines
6.4 KiB
C#
// Copyright (c) 2007-2017 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 OpenTK;
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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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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private Container<DrawableSliderTick> ticks;
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private SliderBody body;
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private SliderBall ball;
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private SliderBouncer bouncer2;
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public DrawableSlider(Slider s) : base(s)
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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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AlwaysReceiveInput = true;
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SliderBouncer bouncer1;
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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.StackedPosition,
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PathWidth = s.Scale * 64,
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},
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ticks = new Container<DrawableSliderTick>(),
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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.StackedPosition,
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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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//todo: avoid creating this temporary HitCircle.
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StartTime = s.StartTime,
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Position = s.StackedPosition,
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ComboIndex = s.ComboIndex,
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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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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AddNested(initialCircle);
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var repeatDuration = s.Curve.Distance / s.Velocity;
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foreach (var tick in s.Ticks)
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{
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var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableTick = new DrawableSliderTick(tick)
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{
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FadeInTime = fadeInTime,
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FadeOutTime = fadeOutTime,
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Position = tick.Position,
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};
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ticks.Add(drawableTick);
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AddNested(drawableTick);
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}
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}
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private 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 = slider.RepeatAt(progress);
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progress = slider.ProgressAt(progress);
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if (repeat > currentRepeat)
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{
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if (repeat < slider.RepeatCount && ball.Tracking)
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PlaySample();
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currentRepeat = repeat;
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}
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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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foreach (var c in components) c.UpdateProgress(progress, repeat);
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foreach (var t in ticks.Children) t.Tracking = ball.Tracking;
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}
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protected override void CheckJudgement(bool userTriggered)
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{
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if (!userTriggered && Time.Current >= slider.EndTime)
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{
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var ticksCount = ticks.Children.Count() + 1;
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var ticksHit = ticks.Children.Count(t => t.Judgement.Result == HitResult.Hit);
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if (initialCircle.Judgement.Result == HitResult.Hit)
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ticksHit++;
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var hitFraction = (double)ticksHit / ticksCount;
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if (hitFraction == 1 && initialCircle.Judgement.Score == OsuScoreResult.Hit300)
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Judgement.Score = OsuScoreResult.Hit300;
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else if (hitFraction >= 0.5 && initialCircle.Judgement.Score >= OsuScoreResult.Hit100)
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Judgement.Score = OsuScoreResult.Hit100;
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else if (hitFraction > 0)
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Judgement.Score = OsuScoreResult.Hit50;
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else
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Judgement.Score = OsuScoreResult.Miss;
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Judgement.Result = Judgement.Score != OsuScoreResult.Miss ? HitResult.Hit : HitResult.Miss;
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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 present 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.AlwaysPresent = true;
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ball.Alpha = 0;
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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(slider.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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Expire();
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}
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public Drawable ProxiedLayer => initialCircle.ApproachCircle;
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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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} |