Fix sliders jumping around the screen on movement

This commit is contained in:
smoogipoo 2021-05-24 17:15:57 +09:00
parent 68364081f2
commit 3db995c778
2 changed files with 15 additions and 9 deletions

View File

@ -16,6 +16,7 @@ using osu.Game.Rulesets.Edit;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders.Components;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Screens.Edit;
using osu.Game.Screens.Edit.Compose;
using osuTK;
@ -25,6 +26,8 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
{
public class SliderSelectionBlueprint : OsuSelectionBlueprint<Slider>
{
protected new DrawableSlider DrawableObject => (DrawableSlider)base.DrawableObject;
protected SliderBodyPiece BodyPiece { get; private set; }
protected SliderCircleOverlay HeadOverlay { get; private set; }
protected SliderCircleOverlay TailOverlay { get; private set; }
@ -236,7 +239,9 @@ namespace osu.Game.Rulesets.Osu.Edit.Blueprints.Sliders
new OsuMenuItem("Add control point", MenuItemType.Standard, () => addControlPoint(rightClickPosition)),
};
public override Vector2 ScreenSpaceSelectionPoint => BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
// Always refer to the drawable object's slider body so subsequent movement deltas are calculated with updated positions.
public override Vector2 ScreenSpaceSelectionPoint => DrawableObject.SliderBody?.ToScreenSpace(DrawableObject.SliderBody.PathOffset)
?? BodyPiece.ToScreenSpace(BodyPiece.PathStartLocation);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
BodyPiece.ReceivePositionalInputAt(screenSpacePos) || ControlPointVisualiser?.Pieces.Any(p => p.ReceivePositionalInputAt(screenSpacePos)) == true;

View File

@ -34,7 +34,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
private PlaySliderBody sliderBody => Body.Drawable as PlaySliderBody;
[CanBeNull]
public PlaySliderBody SliderBody => Body.Drawable as PlaySliderBody;
public IBindable<int> PathVersion => pathVersion;
private readonly Bindable<int> pathVersion = new Bindable<int>();
@ -215,16 +216,16 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
Ball.UpdateProgress(completionProgress);
sliderBody?.UpdateProgress(completionProgress);
SliderBody?.UpdateProgress(completionProgress);
foreach (DrawableHitObject hitObject in NestedHitObjects)
{
if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(HitObject.Path.PositionAt(sliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(sliderBody?.SnakedEnd ?? 0));
if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(HitObject.Path.PositionAt(SliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(SliderBody?.SnakedEnd ?? 0));
if (hitObject is IRequireTracking t) t.Tracking = Ball.Tracking;
}
Size = sliderBody?.Size ?? Vector2.Zero;
OriginPosition = sliderBody?.PathOffset ?? Vector2.Zero;
Size = SliderBody?.Size ?? Vector2.Zero;
OriginPosition = SliderBody?.PathOffset ?? Vector2.Zero;
if (DrawSize != Vector2.Zero)
{
@ -238,7 +239,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
public override void OnKilled()
{
base.OnKilled();
sliderBody?.RecyclePath();
SliderBody?.RecyclePath();
}
protected override void ApplySkin(ISkinSource skin, bool allowFallback)
@ -324,7 +325,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
case ArmedState.Hit:
Ball.ScaleTo(HitObject.Scale * 1.4f, fade_out_time, Easing.Out);
if (sliderBody?.SnakingOut.Value == true)
if (SliderBody?.SnakingOut.Value == true)
Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
break;
}
@ -332,7 +333,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
this.FadeOut(fade_out_time, Easing.OutQuint).Expire();
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => sliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => SliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
private class DefaultSliderBody : PlaySliderBody
{