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144 lines
5.5 KiB
C#
144 lines
5.5 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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#nullable disable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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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.Graphics.Lines;
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using osu.Framework.Graphics.Primitives;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Edit
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{
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/// <summary>
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/// The guide lines used in the osu!catch editor to compose patterns that can be caught with constant speed.
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/// Currently, only forward placement (an object is snapped based on the previous object, not the opposite) is supported.
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/// </summary>
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public class CatchDistanceSnapGrid : CompositeDrawable
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{
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public double StartTime { get; set; }
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public float StartX { get; set; }
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private const double max_vertical_line_length_in_time = CatchPlayfield.WIDTH / Catcher.BASE_WALK_SPEED;
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private readonly double[] velocities;
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private readonly List<Path> verticalPaths = new List<Path>();
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private readonly List<Vector2[]> verticalLineVertices = new List<Vector2[]>();
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[Resolved]
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private Playfield playfield { get; set; }
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private ScrollingHitObjectContainer hitObjectContainer => (ScrollingHitObjectContainer)playfield.HitObjectContainer;
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public CatchDistanceSnapGrid(double[] velocities)
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{
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RelativeSizeAxes = Axes.Both;
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Anchor = Anchor.BottomLeft;
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this.velocities = velocities;
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for (int i = 0; i < velocities.Length; i++)
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{
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verticalPaths.Add(new SmoothPath
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{
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PathRadius = 2,
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Alpha = 0.5f,
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});
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verticalLineVertices.Add(new[] { Vector2.Zero, Vector2.Zero });
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}
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AddRangeInternal(verticalPaths);
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}
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protected override void Update()
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{
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base.Update();
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double currentTime = hitObjectContainer.Time.Current;
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for (int i = 0; i < velocities.Length; i++)
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{
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double velocity = velocities[i];
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// The line ends at the top of the playfield.
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double endTime = hitObjectContainer.TimeAtPosition(-hitObjectContainer.DrawHeight, currentTime);
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// Non-vertical lines are cut at the sides of the playfield.
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// Vertical lines are cut at some reasonable length.
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if (velocity > 0)
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endTime = Math.Min(endTime, StartTime + (CatchPlayfield.WIDTH - StartX) / velocity);
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else if (velocity < 0)
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endTime = Math.Min(endTime, StartTime + StartX / -velocity);
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else
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endTime = Math.Min(endTime, StartTime + max_vertical_line_length_in_time);
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Vector2[] lineVertices = verticalLineVertices[i];
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lineVertices[0] = calculatePosition(velocity, StartTime);
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lineVertices[1] = calculatePosition(velocity, endTime);
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var verticalPath = verticalPaths[i];
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verticalPath.Vertices = verticalLineVertices[i];
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verticalPath.OriginPosition = verticalPath.PositionInBoundingBox(Vector2.Zero);
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}
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Vector2 calculatePosition(double velocity, double time)
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{
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// Don't draw inverted lines.
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time = Math.Max(time, StartTime);
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float x = StartX + (float)((time - StartTime) * velocity);
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float y = hitObjectContainer.PositionAtTime(time, currentTime);
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return new Vector2(x, y);
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}
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}
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[CanBeNull]
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public SnapResult GetSnappedPosition(Vector2 screenSpacePosition)
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{
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double time = hitObjectContainer.TimeAtScreenSpacePosition(screenSpacePosition);
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// If the cursor is below the distance snap grid, snap to the origin.
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// Not returning `null` to retain the continuous snapping behavior when the cursor is slightly below the origin.
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// This behavior is not currently visible in the editor because editor chooses the snap start time based on the mouse position.
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if (time <= StartTime)
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{
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float y = hitObjectContainer.PositionAtTime(StartTime);
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Vector2 originPosition = hitObjectContainer.ToScreenSpace(new Vector2(StartX, y));
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return new SnapResult(originPosition, StartTime);
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}
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return enumerateSnappingCandidates(time)
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.OrderBy(pos => Vector2.DistanceSquared(screenSpacePosition, pos.ScreenSpacePosition))
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.FirstOrDefault();
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}
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private IEnumerable<SnapResult> enumerateSnappingCandidates(double time)
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{
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float y = hitObjectContainer.PositionAtTime(time);
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foreach (double velocity in velocities)
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{
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float x = (float)(StartX + (time - StartTime) * velocity);
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Vector2 screenSpacePosition = hitObjectContainer.ToScreenSpace(new Vector2(x, y + hitObjectContainer.DrawHeight));
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yield return new SnapResult(screenSpacePosition, time);
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}
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}
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protected override bool ComputeIsMaskedAway(RectangleF maskingBounds) => false;
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}
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}
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