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86e09a68f7
The snaking logic contains a lot of caching/optimisations and offsetting of the path which is tedious to re-compute when the path changes.
190 lines
6.6 KiB
C#
190 lines
6.6 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using OpenTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSlider : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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private readonly Slider slider;
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private readonly List<Drawable> components = new List<Drawable>();
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public readonly DrawableHitCircle HeadCircle;
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public readonly DrawableSliderTail TailCircle;
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public readonly SnakingSliderBody Body;
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public readonly SliderBall Ball;
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public DrawableSlider(Slider s)
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: base(s)
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{
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slider = s;
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Position = s.StackedPosition;
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Container<DrawableSliderTick> ticks;
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Container<DrawableRepeatPoint> repeatPoints;
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InternalChildren = new Drawable[]
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{
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Body = new SnakingSliderBody(s)
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{
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PathWidth = s.Scale * 64,
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},
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ticks = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
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repeatPoints = new Container<DrawableRepeatPoint> { RelativeSizeAxes = Axes.Both },
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Ball = new SliderBall(s, this)
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{
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BypassAutoSizeAxes = Axes.Both,
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Scale = new Vector2(s.Scale),
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AlwaysPresent = true,
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Alpha = 0
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},
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HeadCircle = new DrawableSliderHead(s, s.HeadCircle)
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{
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OnShake = Shake
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},
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TailCircle = new DrawableSliderTail(s, s.TailCircle)
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};
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components.Add(Body);
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components.Add(Ball);
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AddNested(HeadCircle);
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AddNested(TailCircle);
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components.Add(TailCircle);
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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var drawableTick = new DrawableSliderTick(tick) { Position = tick.Position - s.Position };
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ticks.Add(drawableTick);
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components.Add(drawableTick);
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AddNested(drawableTick);
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}
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foreach (var repeatPoint in s.NestedHitObjects.OfType<RepeatPoint>())
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{
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var drawableRepeatPoint = new DrawableRepeatPoint(repeatPoint, this) { Position = repeatPoint.Position - s.Position };
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repeatPoints.Add(drawableRepeatPoint);
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components.Add(drawableRepeatPoint);
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AddNested(drawableRepeatPoint);
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}
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HitObject.PositionChanged += _ => Position = HitObject.StackedPosition;
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}
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public override Color4 AccentColour
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{
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get { return base.AccentColour; }
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set
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{
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base.AccentColour = value;
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Body.AccentColour = AccentColour;
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Ball.AccentColour = AccentColour;
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foreach (var drawableHitObject in NestedHitObjects)
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drawableHitObject.AccentColour = AccentColour;
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.SnakingInSliders, Body.SnakingIn);
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config.BindWith(OsuSetting.SnakingOutSliders, Body.SnakingOut);
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}
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public bool Tracking;
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protected override void Update()
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{
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base.Update();
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Tracking = Ball.Tracking;
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double completionProgress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(completionProgress);
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foreach (var c in components.OfType<ITrackSnaking>()) c.UpdateSnakingPosition(slider.Curve.PositionAt(Body.SnakedStart ?? 0), slider.Curve.PositionAt(Body.SnakedEnd ?? 0));
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foreach (var t in components.OfType<IRequireTracking>()) t.Tracking = Ball.Tracking;
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Size = Body.Size;
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OriginPosition = Body.PathOffset;
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if (DrawSize != Vector2.Zero)
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{
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var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize);
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foreach (var obj in NestedHitObjects)
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obj.RelativeAnchorPosition = childAnchorPosition;
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Ball.RelativeAnchorPosition = childAnchorPosition;
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}
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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 (userTriggered || Time.Current < slider.EndTime)
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return;
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ApplyResult(r =>
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{
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var judgementsCount = NestedHitObjects.Count();
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var judgementsHit = NestedHitObjects.Count(h => h.IsHit);
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var hitFraction = (double)judgementsHit / judgementsCount;
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if (hitFraction == 1 && HeadCircle.Result.Type == HitResult.Great)
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r.Type = HitResult.Great;
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else if (hitFraction >= 0.5 && HeadCircle.Result.Type >= HitResult.Good)
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r.Type = HitResult.Good;
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else if (hitFraction > 0)
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r.Type = HitResult.Meh;
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else
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r.Type = HitResult.Miss;
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});
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}
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protected override void UpdateCurrentState(ArmedState state)
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{
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Ball.FadeIn();
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Ball.ScaleTo(HitObject.Scale);
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using (BeginDelayedSequence(slider.Duration, true))
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{
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const float fade_out_time = 450;
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// intentionally pile on an extra FadeOut to make it happen much faster.
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Ball.FadeOut(fade_out_time / 4, Easing.Out);
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switch (state)
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{
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case ArmedState.Hit:
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Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
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break;
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}
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this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
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}
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Expire(true);
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}
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => Body.ReceivePositionalInputAt(screenSpacePos);
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}
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}
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