mirror of
https://github.com/ppy/osu.git
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246 lines
8.9 KiB
C#
246 lines
8.9 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osuTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Osu.Skinning;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public DrawableSliderHead HeadCircle => headContainer.Child;
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public DrawableSliderTail TailCircle => tailContainer.Child;
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public readonly SliderBall Ball;
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public readonly SkinnableDrawable Body;
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public override bool DisplayResult => false;
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private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
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private readonly Container<DrawableSliderHead> headContainer;
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private readonly Container<DrawableSliderTail> tailContainer;
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private readonly Container<DrawableSliderTick> tickContainer;
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private readonly Container<DrawableSliderRepeat> repeatContainer;
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private readonly Slider slider;
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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public DrawableSlider(Slider s)
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: base(s)
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{
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slider = s;
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Position = s.StackedPosition;
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InternalChildren = new Drawable[]
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{
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Body = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
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tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
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repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
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Ball = new SliderBall(s, this)
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{
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GetInitialHitAction = () => HeadCircle.HitAction,
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BypassAutoSizeAxes = Axes.Both,
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Scale = new Vector2(s.Scale),
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AlwaysPresent = true,
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Alpha = 0
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},
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headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
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tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both },
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};
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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positionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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stackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
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scaleBindable.BindValueChanged(scale => Ball.Scale = new Vector2(scale.NewValue));
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positionBindable.BindTo(HitObject.PositionBindable);
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stackHeightBindable.BindTo(HitObject.StackHeightBindable);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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AccentColour.BindValueChanged(colour =>
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{
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour.Value = colour.NewValue;
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}, true);
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}
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protected override void AddNestedHitObject(DrawableHitObject hitObject)
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{
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base.AddNestedHitObject(hitObject);
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switch (hitObject)
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{
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case DrawableSliderHead head:
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headContainer.Child = head;
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break;
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case DrawableSliderTail tail:
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tailContainer.Child = tail;
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break;
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case DrawableSliderTick tick:
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tickContainer.Add(tick);
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break;
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case DrawableSliderRepeat repeat:
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repeatContainer.Add(repeat);
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break;
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}
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}
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protected override void ClearNestedHitObjects()
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{
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base.ClearNestedHitObjects();
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headContainer.Clear();
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tailContainer.Clear();
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repeatContainer.Clear();
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tickContainer.Clear();
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}
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protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case SliderTailCircle tail:
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return new DrawableSliderTail(slider, tail);
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case SliderHeadCircle head:
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return new DrawableSliderHead(slider, head)
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{
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OnShake = Shake,
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CheckHittable = (d, t) => CheckHittable?.Invoke(d, t) ?? true
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};
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case SliderTick tick:
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return new DrawableSliderTick(tick) { Position = tick.Position - slider.Position };
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case SliderRepeat repeat:
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return new DrawableSliderRepeat(repeat, this) { Position = repeat.Position - slider.Position };
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}
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return base.CreateNestedHitObject(hitObject);
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}
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protected override void UpdateInitialTransforms()
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{
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base.UpdateInitialTransforms();
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Body.FadeInFromZero(HitObject.TimeFadeIn);
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}
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public readonly Bindable<bool> Tracking = new Bindable<bool>();
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protected override void Update()
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{
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base.Update();
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Tracking.Value = Ball.Tracking;
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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Ball.UpdateProgress(completionProgress);
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sliderBody?.UpdateProgress(completionProgress);
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foreach (DrawableHitObject hitObject in NestedHitObjects)
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{
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if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(slider.Path.PositionAt(sliderBody?.SnakedStart ?? 0), slider.Path.PositionAt(sliderBody?.SnakedEnd ?? 0));
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if (hitObject is IRequireTracking t) t.Tracking = Ball.Tracking;
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}
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Size = sliderBody?.Size ?? Vector2.Zero;
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OriginPosition = sliderBody?.PathOffset ?? Vector2.Zero;
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if (DrawSize != Vector2.Zero)
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{
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var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize);
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foreach (var obj in NestedHitObjects)
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obj.RelativeAnchorPosition = childAnchorPosition;
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Ball.RelativeAnchorPosition = childAnchorPosition;
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}
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}
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public override void OnKilled()
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{
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base.OnKilled();
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sliderBody?.RecyclePath();
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}
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protected override void ApplySkin(ISkinSource skin, bool allowFallback)
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{
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base.ApplySkin(skin, allowFallback);
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bool allowBallTint = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.AllowSliderBallTint)?.Value ?? false;
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Ball.AccentColour = allowBallTint ? AccentColour.Value : Color4.White;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (userTriggered || Time.Current < slider.EndTime)
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return;
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ApplyResult(r => r.Type = r.Judgement.MaxResult);
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}
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public override void PlaySamples()
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{
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// rather than doing it this way, we should probably attach the sample to the tail circle.
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// this can only be done after we stop using LegacyLastTick.
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if (TailCircle.Result.Type != HitResult.Miss)
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base.PlaySamples();
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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using (BeginDelayedSequence(slider.Duration, true))
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{
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint);
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}
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}
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public Drawable ProxiedLayer => HeadCircle.ProxiedLayer;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => sliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
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private class DefaultSliderBody : PlaySliderBody
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{
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}
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}
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}
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