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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderTail.cs
2023-10-25 15:44:51 +09:00

168 lines
5.9 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.
#nullable disable
using System.Diagnostics;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public partial class DrawableSliderTail : DrawableOsuHitObject, IRequireTracking
{
public new SliderTailCircle HitObject => (SliderTailCircle)base.HitObject;
[CanBeNull]
public Slider Slider => DrawableSlider?.HitObject;
protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
/// <summary>
/// The judgement text is provided by the <see cref="DrawableSlider"/>.
/// </summary>
public override bool DisplayResult => false;
/// <summary>
/// Whether the hit samples only play on successful hits.
/// If <c>false</c>, the hit samples will also play on misses.
/// </summary>
public bool SamplePlaysOnlyOnHit { get; set; } = true;
public bool Tracking { get; set; }
public SkinnableDrawable CirclePiece { get; private set; }
private Container scaleContainer;
public DrawableSliderTail()
: base(null)
{
}
public DrawableSliderTail(SliderTailCircle tailCircle)
: base(tailCircle)
{
}
[BackgroundDependencyLoader]
private void load()
{
Origin = Anchor.Centre;
Size = OsuHitObject.OBJECT_DIMENSIONS;
AddRangeInternal(new Drawable[]
{
scaleContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Children = new Drawable[]
{
// no default for this; only visible in legacy skins.
CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
}
},
});
ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
}
protected override void LoadSamples()
{
// Tail models don't actually get samples, as the playback is handled by DrawableSlider.
// This override is only here for visibility in explaining this weird flow.
}
public override void PlaySamples()
{
// Tail models don't actually get samples, as the playback is handled by DrawableSlider.
// This override is only here for visibility in explaining this weird flow.
}
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
CirclePiece
.FadeOut()
.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
.FadeIn(HitObject.TimeFadeIn);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
Debug.Assert(HitObject.HitWindows != null);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
break;
case ArmedState.Miss:
this.FadeOut(100);
break;
case ArmedState.Hit:
// todo: temporary / arbitrary
this.Delay(800).FadeOut();
break;
}
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered)
return;
// Ensure the tail can only activate after all previous ticks/repeats already have.
//
// This covers the edge case where the lenience may allow the tail to activate before
// the last tick, changing ordering of score/combo awarding.
var lastTick = DrawableSlider.NestedHitObjects.LastOrDefault(o => o.HitObject is SliderTick || o.HitObject is SliderRepeat);
if (lastTick?.Judged == false)
return;
if (timeOffset < SliderEventGenerator.TAIL_LENIENCY)
return;
// Attempt to preserve correct ordering of judgements as best we can by forcing
// an un-judged head to be missed when the user has clearly skipped it.
//
// This check is applied to all nested slider objects apart from the head (ticks, repeats, tail).
if (Tracking && !DrawableSlider.HeadCircle.Judged)
DrawableSlider.HeadCircle.MissForcefully();
// The player needs to have engaged in tracking at any point after the tail leniency cutoff.
// An actual tick miss should only occur if reaching the tick itself.
if (Tracking)
ApplyResult(r => r.Type = r.Judgement.MaxResult);
else if (timeOffset > 0)
ApplyResult(r => r.Type = r.Judgement.MinResult);
}
protected override void OnApply()
{
base.OnApply();
if (Slider != null)
Position = Slider.CurvePositionAt(HitObject.RepeatIndex % 2 == 0 ? 1 : 0);
}
}
}