mirror of
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738ce0f689
Aims to make minimal changes to `DrawableSlider` itself. I'm not super happy about the slider ball being moved above the head circle, but it *is* what people are used to so no one except for me is going to complain. Supersedes and closes https://github.com/ppy/osu/pull/14561.
169 lines
5.7 KiB
C#
169 lines
5.7 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 JetBrains.Annotations;
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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.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderRepeat : DrawableOsuHitObject, ITrackSnaking, IHasMainCirclePiece
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{
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public new SliderRepeat HitObject => (SliderRepeat)base.HitObject;
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[CanBeNull]
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public Slider Slider => DrawableSlider?.HitObject;
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public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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private double animDuration;
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public SkinnableDrawable CirclePiece { get; private set; }
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public ReverseArrowPiece Arrow { get; private set; }
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private Drawable scaleContainer;
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public override bool DisplayResult => false;
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public DrawableSliderRepeat()
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: base(null)
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{
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}
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public DrawableSliderRepeat(SliderRepeat sliderRepeat)
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: base(sliderRepeat)
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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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Origin = Anchor.Centre;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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InternalChild = scaleContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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// no default for this; only visible in legacy skins.
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CirclePiece = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
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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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Arrow = new ReverseArrowPiece(),
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}
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};
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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
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}
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protected override void OnApply()
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{
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base.OnApply();
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Position = HitObject.Position - DrawableSlider.Position;
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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 (HitObject.StartTime <= Time.Current)
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ApplyResult(r => r.Type = DrawableSlider.Tracking.Value ? r.Judgement.MaxResult : r.Judgement.MinResult);
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}
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protected override void UpdateInitialTransforms()
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{
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animDuration = Math.Min(300, HitObject.SpanDuration);
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this.Animate(
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d => d.FadeIn(animDuration),
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d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf)
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);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(animDuration);
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break;
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out);
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const float final_scale = 1.5f;
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Arrow.ScaleTo(Scale * final_scale, animDuration, Easing.Out);
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CirclePiece.ScaleTo(Scale * final_scale, animDuration, Easing.Out);
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break;
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}
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}
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private bool hasRotation;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
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{
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// When the repeat is hit, the arrow should fade out on spot rather than following the slider
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if (IsHit) return;
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bool isRepeatAtEnd = HitObject.RepeatIndex % 2 == 0;
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List<Vector2> curve = ((PlaySliderBody)DrawableSlider.Body.Drawable).CurrentCurve;
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Position = isRepeatAtEnd ? end : start;
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if (curve.Count < 2)
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return;
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int searchStart = isRepeatAtEnd ? curve.Count - 1 : 0;
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int direction = isRepeatAtEnd ? -1 : 1;
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Vector2 aimRotationVector = Vector2.Zero;
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// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
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for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
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{
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if (Precision.AlmostEquals(curve[i], Position))
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continue;
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aimRotationVector = curve[i];
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break;
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}
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float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - Arrow.Rotation) > 180)
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aimRotation += aimRotation < Arrow.Rotation ? 360 : -360;
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// The clock may be paused in a scenario like the editor.
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if (!hasRotation || !Clock.IsRunning)
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{
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Arrow.Rotation = aimRotation;
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hasRotation = true;
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}
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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Arrow.Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Arrow.Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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}
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