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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs

187 lines
7.3 KiB
C#

// Copyright (c) 2007-2018 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.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Osu.Judgements;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
private readonly Slider slider;
public readonly DrawableHitCircle InitialCircle;
private readonly List<ISliderProgress> components = new List<ISliderProgress>();
private readonly Container<DrawableSliderTick> ticks;
private readonly Container<DrawableRepeatPoint> repeatPoints;
public readonly SliderBody Body;
public readonly SliderBall Ball;
public DrawableSlider(Slider s)
: base(s)
{
slider = s;
Children = new Drawable[]
{
Body = new SliderBody(s)
{
AccentColour = AccentColour,
Position = s.StackedPosition,
PathWidth = s.Scale * 64,
},
ticks = new Container<DrawableSliderTick>(),
repeatPoints = new Container<DrawableRepeatPoint>(),
Ball = new SliderBall(s)
{
Scale = new Vector2(s.Scale),
AccentColour = AccentColour,
AlwaysPresent = true,
Alpha = 0
},
InitialCircle = new DrawableHitCircle(new HitCircle
{
StartTime = s.StartTime,
Position = s.StackedPosition,
IndexInCurrentCombo = s.IndexInCurrentCombo,
Scale = s.Scale,
ComboColour = s.ComboColour,
Samples = s.Samples,
SampleControlPoint = s.SampleControlPoint
})
};
components.Add(Body);
components.Add(Ball);
AddNested(InitialCircle);
var repeatDuration = s.Curve.Distance / s.Velocity;
foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
{
var repeatStartTime = s.StartTime + tick.RepeatIndex * repeatDuration;
var fadeInTime = repeatStartTime + (tick.StartTime - repeatStartTime) / 2 - (tick.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
var fadeOutTime = repeatStartTime + repeatDuration;
var drawableTick = new DrawableSliderTick(tick)
{
FadeInTime = fadeInTime,
FadeOutTime = fadeOutTime,
Position = tick.Position,
};
ticks.Add(drawableTick);
AddNested(drawableTick);
}
foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
{
var repeatStartTime = s.StartTime + repeatPoint.RepeatIndex * repeatDuration;
var fadeInTime = repeatStartTime + (repeatPoint.StartTime - repeatStartTime) / 2 - (repeatPoint.RepeatIndex == 0 ? FadeInDuration : FadeInDuration / 2);
var fadeOutTime = repeatStartTime + repeatDuration;
var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this)
{
FadeInTime = fadeInTime,
FadeOutTime = fadeOutTime,
Position = repeatPoint.Position,
};
repeatPoints.Add(drawableRepeatPoint);
AddNested(drawableRepeatPoint);
}
}
private int currentRepeat;
public bool Tracking;
public override double FadeInDuration
{
get { return base.FadeInDuration; }
set { InitialCircle.FadeInDuration = base.FadeInDuration = value; }
}
protected override void Update()
{
base.Update();
Tracking = Ball.Tracking;
double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
int repeat = slider.RepeatAt(progress);
progress = slider.ProgressAt(progress);
if (repeat > currentRepeat)
currentRepeat = repeat;
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (!InitialCircle.Judgements.Any(j => j.IsHit))
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 CheckForJudgements(bool userTriggered, double timeOffset)
{
if (!userTriggered && Time.Current >= slider.EndTime)
{
var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1;
var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit));
if (InitialCircle.Judgements.Any(j => j.IsHit))
judgementsHit++;
var hitFraction = (double)judgementsHit / judgementsCount;
if (hitFraction == 1 && InitialCircle.Judgements.Any(j => j.Result == HitResult.Great))
AddJudgement(new OsuJudgement { Result = HitResult.Great });
else if (hitFraction >= 0.5 && InitialCircle.Judgements.Any(j => j.Result >= HitResult.Good))
AddJudgement(new OsuJudgement { Result = HitResult.Good });
else if (hitFraction > 0)
AddJudgement(new OsuJudgement { Result = HitResult.Meh });
else
AddJudgement(new OsuJudgement { Result = HitResult.Miss });
}
}
protected override void UpdateCurrentState(ArmedState state)
{
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
using (BeginDelayedSequence(slider.Duration, true))
{
const float fade_out_time = 450;
// intentionally pile on an extra FadeOut to make it happen much faster.
Ball.FadeOut(fade_out_time / 4, Easing.Out);
switch (state)
{
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
break;
}
this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
}
}
public Drawable ProxiedLayer => InitialCircle.ApproachCircle;
public override Vector2 SelectionPoint => ToScreenSpace(Body.Position);
public override Quad SelectionQuad => Body.PathDrawQuad;
}
}