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81 lines
3.1 KiB
C#
81 lines
3.1 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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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 partial class DrawableSliderBall : CircularContainer, ISliderProgress
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{
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public const float FOLLOW_AREA = 2.4f;
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private DrawableSlider drawableSlider;
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private Drawable ball;
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableSlider)
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{
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this.drawableSlider = (DrawableSlider)drawableSlider;
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Origin = Anchor.Centre;
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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Children = new[]
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{
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new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderFollowCircle), _ => new DefaultFollowCircle())
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{
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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},
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ball = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBall), _ => new DefaultSliderBall())
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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};
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}
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public override void ClearTransformsAfter(double time, bool propagateChildren = false, string targetMember = null)
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{
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// Consider the case of rewinding - children's transforms are handled internally, so propagating down
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// any further will cause weirdness with the Tracking bool below. Let's not propagate further at this point.
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base.ClearTransformsAfter(time, false, targetMember);
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}
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public override void ApplyTransformsAt(double time, bool propagateChildren = false)
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{
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// For the same reasons as above w.r.t rewinding, we shouldn't propagate to children here either.
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// ReSharper disable once RedundantArgumentDefaultValue
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base.ApplyTransformsAt(time, false);
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}
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public void UpdateProgress(double completionProgress)
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{
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Slider slider = drawableSlider.HitObject;
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Position = slider.CurvePositionAt(completionProgress);
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//0.1 / slider.Path.Distance is the additional progress needed to ensure the diff length is 0.1
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var diff = slider.CurvePositionAt(completionProgress) - slider.CurvePositionAt(Math.Min(1, completionProgress + 0.1 / slider.Path.Distance));
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// Ensure the value is substantially high enough to allow for Atan2 to get a valid angle.
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// Needed for when near completion, or in case of a very short slider.
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if (diff.LengthFast < 0.01f)
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return;
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ball.Rotation = -90 + (float)(-Math.Atan2(diff.X, diff.Y) * 180 / Math.PI);
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}
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}
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}
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