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71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Modes.Objects.Drawables;
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using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
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using OpenTK;
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using osu.Framework.Graphics.Sprites;
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using OpenTK.Graphics;
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namespace osu.Game.Modes.Osu.Objects.Drawables
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{
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class DrawableSlider : DrawableOsuHitObject
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{
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private Path path;
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private DrawableHitCircle startCircle;
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private Slider slider;
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public DrawableSlider(Slider s) : base(s)
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{
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slider = s;
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Origin = Anchor.TopLeft;
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Position = Vector2.Zero;
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Children = new Drawable[]
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{
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startCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.Position,
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Colour = s.Colour,
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})
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{
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Depth = 1 //override time-based depth.
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},
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path = new Path
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{
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Colour = s.Colour,
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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for (int i = 0; i < slider.Curve.Path.Count; ++i)
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path.Positions.Add(slider.Curve.Path[i]);
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path.PathWidth = startCircle.DrawWidth / 4;
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//force application of the state that was set before we loaded.
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UpdateState(State);
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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Flush(true); //move to DrawableHitObject
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Alpha = 0;
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Delay(HitObject.StartTime - 450 - Time.Current, true);
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FadeIn(200);
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Delay(450 + HitObject.Duration);
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FadeOut(200);
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}
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}
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}
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