1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-12 07:27:51 +08:00
osu-lazer/osu.Game.Modes.Osu/Objects/Drawables/DrawableSlider.cs
Dean Herbert 8bf3902cbd
Add the concept of nested DrawableHitObjects.
- Applies to Slider Ticks and start circle. repeat/endpoints still need addressing.
- Removed SliderTicksLayer abstraction for now.
2017-02-16 17:02:36 +09:00

185 lines
6.4 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using osu.Framework.Graphics;
using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Containers;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
private Slider slider;
private DrawableHitCircle initialCircle;
private List<ISliderProgress> components = new List<ISliderProgress>();
private Container<DrawableSliderTick> ticks;
SliderBody body;
SliderBall ball;
SliderBouncer bouncer1, bouncer2;
public DrawableSlider(Slider s) : base(s)
{
slider = s;
Children = new Drawable[]
{
body = new SliderBody(s)
{
Position = s.StackedPosition,
PathWidth = s.Scale * 64,
},
ticks = new Container<DrawableSliderTick>(),
bouncer1 = new SliderBouncer(s, false)
{
Position = s.Curve.PositionAt(1),
Scale = new Vector2(s.Scale),
},
bouncer2 = new SliderBouncer(s, true)
{
Position = s.StackedPosition,
Scale = new Vector2(s.Scale),
},
ball = new SliderBall(s)
{
Scale = new Vector2(s.Scale),
},
initialCircle = new DrawableHitCircle(new HitCircle
{
//todo: avoid creating this temporary HitCircle.
StartTime = s.StartTime,
Position = s.StackedPosition,
ComboIndex = s.ComboIndex,
Scale = s.Scale,
Colour = s.Colour,
Sample = s.Sample,
}),
};
components.Add(body);
components.Add(ball);
components.Add(bouncer1);
components.Add(bouncer2);
AddNested(initialCircle);
var repeatDuration = s.Curve.Length / s.Velocity;
foreach (var tick in s.Ticks)
{
var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
var fadeOutTime = repeatStartTime + repeatDuration;
var drawableTick = new DrawableSliderTick(tick)
{
FadeInTime = fadeInTime,
FadeOutTime = fadeOutTime,
Position = tick.Position,
};
ticks.Add(drawableTick);
AddNested(drawableTick);
}
}
// Since the DrawableSlider itself is just a container without a size we need to
// pass all input through.
public override bool Contains(Vector2 screenSpacePos) => true;
int currentRepeat;
protected override void Update()
{
base.Update();
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
int repeat = (int)(progress * slider.RepeatCount);
progress = (progress * slider.RepeatCount) % 1;
if (repeat > currentRepeat)
{
if (ball.Tracking)
PlaySample();
currentRepeat = repeat;
}
if (repeat % 2 == 1)
progress = 1 - progress;
bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (initialCircle.Judgement?.Result != HitResult.Hit)
initialCircle.Position = slider.Curve.PositionAt(progress);
foreach (var c in components) c.UpdateProgress(progress, repeat);
foreach (var t in ticks.Children) t.Tracking = ball.Tracking;
}
protected override void CheckJudgement(bool userTriggered)
{
var j = Judgement as OsuJudgementInfo;
var sc = initialCircle.Judgement as OsuJudgementInfo;
if (!userTriggered && Time.Current >= HitObject.EndTime)
{
var ticksCount = ticks.Children.Count() + 1;
var ticksHit = ticks.Children.Count(t => t.Judgement.Result == HitResult.Hit);
if (sc.Result == HitResult.Hit)
ticksHit++;
var hitFraction = (double)ticksHit / ticksCount;
if (hitFraction == 1 && sc.Score == OsuScoreResult.Hit300)
j.Score = OsuScoreResult.Hit300;
else if (hitFraction >= 0.5 && sc.Score >= OsuScoreResult.Hit100)
j.Score = OsuScoreResult.Hit100;
else if (hitFraction > 0)
j.Score = OsuScoreResult.Hit50;
else
j.Score = OsuScoreResult.Miss;
j.Result = j.Score != OsuScoreResult.Miss ? HitResult.Hit : HitResult.Miss;
}
}
protected override void UpdateInitialState()
{
base.UpdateInitialState();
body.Alpha = 1;
//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).
ball.AlwaysPresent = true;
ball.Alpha = 0;
}
protected override void UpdateState(ArmedState state)
{
base.UpdateState(state);
ball.FadeIn();
Delay(HitObject.Duration, true);
body.FadeOut(160);
ball.FadeOut(160);
FadeOut(800);
}
public Drawable ProxiedLayer => initialCircle.ApproachCircle;
}
internal interface ISliderProgress
{
void UpdateProgress(double progress, int repeat);
}
}