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166 lines
6.2 KiB
C#
166 lines
6.2 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.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Scoring;
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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 SliderBody 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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DrawableSliderTail tail;
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Container<DrawableSliderTick> ticks;
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Container<DrawableRepeatPoint> repeatPoints;
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Children = new Drawable[]
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{
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Body = new SliderBody(s)
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{
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AccentColour = AccentColour,
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Position = s.StackedPosition,
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PathWidth = s.Scale * 64,
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},
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ticks = new Container<DrawableSliderTick>(),
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repeatPoints = new Container<DrawableRepeatPoint>(),
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Ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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AccentColour = AccentColour,
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AlwaysPresent = true,
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Alpha = 0
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},
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HeadCircle = new DrawableHitCircle(s.HeadCircle),
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tail = new DrawableSliderTail(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(tail);
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components.Add(tail);
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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)
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{
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Position = tick.Position
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};
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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)
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{
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Position = repeatPoint.Position
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};
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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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}
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private int currentSpan;
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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 progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int span = slider.SpanAt(progress);
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progress = slider.ProgressAt(progress);
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if (span > currentSpan)
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currentSpan = span;
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!HeadCircle.IsHit)
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HeadCircle.Position = slider.Curve.PositionAt(progress);
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foreach (var c in components.OfType<ISliderProgress>()) c.UpdateProgress(progress, span);
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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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}
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protected override void CheckForJudgements(bool userTriggered, double timeOffset)
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{
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if (!userTriggered && Time.Current >= slider.EndTime)
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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.Judgements.Any(j => j.Result == HitResult.Great))
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AddJudgement(new OsuJudgement { Result = HitResult.Great });
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else if (hitFraction >= 0.5 && HeadCircle.Judgements.Any(j => j.Result >= HitResult.Good))
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AddJudgement(new OsuJudgement { Result = HitResult.Good });
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else if (hitFraction > 0)
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AddJudgement(new OsuJudgement { Result = HitResult.Meh });
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else
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AddJudgement(new OsuJudgement { Result = 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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}
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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public override bool ReceiveMouseInputAt(Vector2 screenSpacePos) => Body.ReceiveMouseInputAt(screenSpacePos);
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public override Vector2 SelectionPoint => ToScreenSpace(Body.Position);
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public override Quad SelectionQuad => Body.PathDrawQuad;
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}
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}
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