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149 lines
5.6 KiB
C#
149 lines
5.6 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 System.Collections.Generic;
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using osuTK;
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namespace osu.Game.Rulesets.Objects
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{
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public static class SliderEventGenerator
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{
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public static IEnumerable<SliderEventDescriptor> Generate(double startTime, double spanDuration, double velocity, double tickDistance, double totalDistance, int spanCount, double? legacyLastTickOffset)
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{
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// A very lenient maximum length of a slider for ticks to be generated.
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// This exists for edge cases such as /b/1573664 where the beatmap has been edited by the user, and should never be reached in normal usage.
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const double max_length = 100000;
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var length = Math.Min(max_length, totalDistance);
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tickDistance = MathHelper.Clamp(tickDistance, 0, length);
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var minDistanceFromEnd = velocity * 10;
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Head,
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SpanIndex = 0,
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SpanStartTime = startTime,
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Time = startTime,
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PathProgress = 0,
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};
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if (tickDistance != 0)
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{
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for (var span = 0; span < spanCount; span++)
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{
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var spanStartTime = startTime + span * spanDuration;
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var reversed = span % 2 == 1;
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for (var d = tickDistance; d <= length; d += tickDistance)
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{
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if (d >= length - minDistanceFromEnd)
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break;
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var pathProgress = d / length;
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var timeProgress = reversed ? 1 - pathProgress : pathProgress;
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Tick,
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SpanIndex = span,
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SpanStartTime = spanStartTime,
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Time = spanStartTime + timeProgress * spanDuration,
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PathProgress = pathProgress,
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};
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}
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if (span < spanCount - 1)
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{
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Repeat,
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SpanIndex = span,
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SpanStartTime = startTime + span * spanDuration,
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Time = spanStartTime + spanDuration,
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PathProgress = (span + 1) % 2,
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};
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}
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}
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}
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double totalDuration = spanCount * spanDuration;
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// Okay, I'll level with you. I made a mistake. It was 2007.
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// Times were simpler. osu! was but in its infancy and sliders were a new concept.
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// A hack was made, which has unfortunately lived through until this day.
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//
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// This legacy tick is used for some calculations and judgements where audio output is not required.
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// Generally we are keeping this around just for difficulty compatibility.
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// Optimistically we do not want to ever use this for anything user-facing going forwards.
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int finalSpanIndex = spanCount - 1;
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double finalSpanStartTime = startTime + finalSpanIndex * spanDuration;
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double finalSpanEndTime = Math.Max(startTime + totalDuration / 2, (finalSpanStartTime + spanDuration) - (legacyLastTickOffset ?? 0));
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double finalProgress = (finalSpanEndTime - finalSpanStartTime) / spanDuration;
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if (spanCount % 2 == 0) finalProgress = 1 - finalProgress;
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.LegacyLastTick,
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SpanIndex = finalSpanIndex,
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SpanStartTime = finalSpanStartTime,
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Time = finalSpanEndTime,
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PathProgress = finalProgress,
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};
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yield return new SliderEventDescriptor
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{
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Type = SliderEventType.Tail,
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SpanIndex = finalSpanIndex,
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SpanStartTime = startTime + (spanCount - 1) * spanDuration,
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Time = startTime + totalDuration,
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PathProgress = spanCount % 2,
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};
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}
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}
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/// <summary>
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/// Describes a point in time on a slider given special meaning.
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/// Should be used by rulesets to visualise the slider.
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/// </summary>
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public struct SliderEventDescriptor
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{
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/// <summary>
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/// The type of event.
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/// </summary>
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public SliderEventType Type;
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/// <summary>
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/// The time of this event.
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/// </summary>
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public double Time;
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/// <summary>
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/// The zero-based index of the span. In the case of repeat sliders, this will increase after each <see cref="SliderEventType.Repeat"/>.
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/// </summary>
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public int SpanIndex;
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/// <summary>
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/// The time at which the contained <see cref="SpanIndex"/> begins.
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/// </summary>
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public double SpanStartTime;
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/// <summary>
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/// The progress along the slider's <see cref="SliderPath"/> at which this event occurs.
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/// </summary>
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public double PathProgress;
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}
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public enum SliderEventType
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{
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Tick,
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LegacyLastTick,
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Head,
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Tail,
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Repeat
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}
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}
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