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osu-lazer/osu.Game.Rulesets.Catch/Edit/Blueprints/Components/ScrollingPath.cs

78 lines
2.6 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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Lines;
using osu.Framework.Graphics.Primitives;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.UI.Scrolling;
using osuTK;
namespace osu.Game.Rulesets.Catch.Edit.Blueprints.Components
{
public partial class ScrollingPath : CompositeDrawable
{
private readonly Path drawablePath;
private readonly List<(double Time, float X)> vertices = new List<(double, float)>();
public ScrollingPath()
{
Anchor = Anchor.BottomLeft;
InternalChildren = new Drawable[]
{
drawablePath = new SmoothPath
{
PathRadius = 2,
Alpha = 0.5f
},
};
}
public void UpdatePathFrom(ScrollingHitObjectContainer hitObjectContainer, JuiceStream hitObject)
{
double timeToYFactor = -hitObjectContainer.LengthAtTime(hitObject.StartTime, hitObject.StartTime + 1);
computeTimeXs(hitObject);
drawablePath.Vertices = vertices
.Select(v => new Vector2(v.X, (float)(v.Time * timeToYFactor)))
.ToArray();
drawablePath.OriginPosition = drawablePath.PositionInBoundingBox(Vector2.Zero);
}
private void computeTimeXs(JuiceStream hitObject)
{
vertices.Clear();
var sliderVertices = new List<Vector2>();
hitObject.Path.GetPathToProgress(sliderVertices, 0, 1);
if (sliderVertices.Count == 0)
return;
double time = 0;
Vector2 lastPosition = Vector2.Zero;
for (int repeat = 0; repeat < hitObject.RepeatCount + 1; repeat++)
{
foreach (var position in sliderVertices)
{
time += Vector2.Distance(lastPosition, position) / hitObject.Velocity;
lastPosition = position;
vertices.Add((time, position.X));
}
sliderVertices.Reverse();
}
}
// Because this has 0x0 size, the contents are otherwise masked away if the start position is outside the screen.
protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
}
}