Make notes scroll with beat length.

This commit is contained in:
smoogipooo 2017-05-11 19:57:24 +09:00
parent 5dd83067ee
commit 6a79c8b66c
2 changed files with 46 additions and 13 deletions

View File

@ -29,9 +29,13 @@ namespace osu.Game.Rulesets.Mania.Timing
set { RelativeCoordinateSpace = new Vector2(1, (float)value); }
}
private readonly List<DrawableTimingSection> drawableTimingSections;
public TimeRelativeContainer(IEnumerable<TimingSection> timingSections)
{
Children = timingSections.Select(t => new DrawableTimingSection(t));
drawableTimingSections = timingSections.Select(t => new DrawableTimingSection(t)).ToList();
Children = drawableTimingSections;
}
/// <summary>
@ -48,7 +52,7 @@ namespace osu.Game.Rulesets.Mania.Timing
return;
}
var section = (Children.LastOrDefault(t => t.Y >= drawable.Y) ?? Children.First()) as DrawableTimingSection;
var section = drawableTimingSections.LastOrDefault(t => t.CanContain(drawable)) ?? drawableTimingSections.First();
if (section == null)
throw new Exception("Could not find suitable timing section to add object to.");
@ -59,13 +63,28 @@ namespace osu.Game.Rulesets.Mania.Timing
/// <summary>
/// A container that contains drawables within the time span of a timing section.
/// <para>
/// Scrolls relative to the current time.
/// The content of this container will scroll relative to the current time.
/// </para>
/// </summary>
private class DrawableTimingSection : Container
{
protected override Container<Drawable> Content => content;
/// <summary>
/// The container which will scroll relative to the current time.
/// </summary>
private readonly Container content;
private readonly TimingSection section;
/// <summary>
/// Creates a drawable timing section. The height of this container will be proportional
/// to the beat length of the timing section and the timespan of its parent at all times.
/// <para>
/// This is so that, e.g. a beat length of 500ms results in this container being twice as high as its parent,
/// which means that the content container will scroll at twice the normal rate.
/// </para>
/// </summary>
/// <param name="section">The section to create the drawable timing section for.</param>
public DrawableTimingSection(TimingSection section)
{
this.section = section;
@ -73,18 +92,30 @@ namespace osu.Game.Rulesets.Mania.Timing
Anchor = Anchor.BottomCentre;
Origin = Anchor.BottomCentre;
RelativePositionAxes = Axes.Y;
Y = -(float)section.StartTime;
RelativeSizeAxes = Axes.Both;
Height = (float)section.Duration;
RelativeCoordinateSpace = new Vector2(1, Height);
AddInternal(content = new Container
{
Anchor = Anchor.BottomCentre,
Origin = Anchor.BottomCentre,
RelativePositionAxes = Axes.Both,
RelativeSizeAxes = Axes.Both,
Y = -(float)section.StartTime,
Height = (float)section.Duration,
RelativeCoordinateSpace = new Vector2(1, (float)section.Duration)
});
}
protected override void Update()
{
Y = (float)(Time.Current - section.StartTime);
var parent = (TimeRelativeContainer)Parent;
// Adjust our height to account for the speed changes
Height = (float)(parent.TimeSpan * 1000 / section.BeatLength);
RelativeCoordinateSpace = new Vector2(1, (float)parent.TimeSpan);
// Scroll the content
content.Y = (float)(Time.Current - section.StartTime);
}
public override void Add(Drawable drawable)
@ -93,10 +124,12 @@ namespace osu.Game.Rulesets.Mania.Timing
// we need to offset it back by our position so that it becomes correctly relatively-positioned to us
// This can be removed if hit objects were stored such that either their StartTime or their "beat offset" was relative to the timing section
// they belonged to, but this requires a radical change to the beatmap format which we're not ready to do just yet
drawable.Y -= Y;
drawable.Y += (float)section.StartTime;
base.Add(drawable);
}
public bool CanContain(Drawable drawable) => content.Y >= drawable.Y;
}
}
}

View File

@ -27,10 +27,10 @@ namespace osu.Game.Rulesets.Mania.UI
{
public const float HIT_TARGET_POSITION = 50;
private const float time_span_default = 500;
private const float time_span_default = 20000;
private const float time_span_min = 10;
private const float time_span_max = 20000;
private const float time_span_step = 100;
private const float time_span_max = 50000;
private const float time_span_step = 1000;
/// <summary>
/// Default column keys, expanding outwards from the middle as more column are added.