1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-18 18:12:59 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderHead.cs
Dean Herbert 674ae9e742 Refactor DrawableSliderHead to never update the drawable position
Slider heads are guaranteed to always be drawn at (0,0). This fixes
weird behaviour in the editor, but also simplifies things in the
process. Win-win.

Closes #20644.
2022-10-26 15:26:22 +09:00

102 lines
3.1 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;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableSliderHead : DrawableHitCircle
{
public new SliderHeadCircle HitObject => (SliderHeadCircle)base.HitObject;
[CanBeNull]
public Slider Slider => DrawableSlider?.HitObject;
public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
public override bool DisplayResult => HitObject?.JudgeAsNormalHitCircle ?? base.DisplayResult;
/// <summary>
/// Makes this <see cref="DrawableSliderHead"/> track the follow circle when the start time is reached.
/// If <c>false</c>, this <see cref="DrawableSliderHead"/> will be pinned to its initial position in the slider.
/// </summary>
public bool TrackFollowCircle = true;
private readonly IBindable<int> pathVersion = new Bindable<int>();
protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
public DrawableSliderHead()
{
}
public DrawableSliderHead(SliderHeadCircle h)
: base(h)
{
}
protected override void OnFree()
{
base.OnFree();
pathVersion.UnbindFrom(DrawableSlider.PathVersion);
}
protected override void UpdatePosition()
{
// Slider head is always drawn at (0,0).
}
protected override void OnApply()
{
base.OnApply();
pathVersion.BindTo(DrawableSlider.PathVersion);
CheckHittable = (d, t) => DrawableSlider.CheckHittable?.Invoke(d, t) ?? true;
}
protected override void Update()
{
base.Update();
Debug.Assert(Slider != null);
Debug.Assert(HitObject != null);
if (TrackFollowCircle)
{
double completionProgress = Math.Clamp((Time.Current - Slider.StartTime) / Slider.Duration, 0, 1);
//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
if (!IsHit)
Position = Slider.CurvePositionAt(completionProgress);
}
}
protected override HitResult ResultFor(double timeOffset)
{
Debug.Assert(HitObject != null);
if (HitObject.JudgeAsNormalHitCircle)
return base.ResultFor(timeOffset);
// If not judged as a normal hitcircle, judge as a slider tick instead. This is the classic osu!stable scoring.
var result = base.ResultFor(timeOffset);
return result.IsHit() ? HitResult.LargeTickHit : HitResult.LargeTickMiss;
}
public override void Shake()
{
base.Shake();
DrawableSlider.Shake();
}
}
}