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https://github.com/ppy/osu
synced 2024-12-17 12:25:19 +00:00
Construct the head of sliders from Slider
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c97ea3ed60
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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private readonly Slider slider;
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public readonly DrawableHitCircle InitialCircle;
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public readonly DrawableHitCircle HeadCircle;
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private readonly List<Drawable> components = new List<Drawable>();
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@ -51,27 +51,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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AlwaysPresent = true,
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Alpha = 0
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},
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InitialCircle = new DrawableHitCircle(new HitCircle
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{
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StartTime = s.StartTime,
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Position = s.StackedPosition,
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IndexInCurrentCombo = s.IndexInCurrentCombo,
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Scale = s.Scale,
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ComboColour = s.ComboColour,
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Samples = s.Samples,
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SampleControlPoint = s.SampleControlPoint,
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TimePreempt = s.TimePreempt,
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TimeFadein = s.TimeFadein,
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HitWindow300 = s.HitWindow300,
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HitWindow100 = s.HitWindow100,
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HitWindow50 = s.HitWindow50
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})
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HeadCircle = new DrawableHitCircle(s.HeadCircle)
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};
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components.Add(Body);
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components.Add(Ball);
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AddNested(InitialCircle);
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AddNested(HeadCircle);
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foreach (var tick in s.NestedHitObjects.OfType<SliderTick>())
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{
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@ -121,8 +107,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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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 (!InitialCircle.Judgements.Any(j => j.IsHit))
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InitialCircle.Position = slider.Curve.PositionAt(progress);
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if (!HeadCircle.Judgements.Any(j => j.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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@ -135,13 +121,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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var judgementsCount = ticks.Children.Count + repeatPoints.Children.Count + 1;
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var judgementsHit = ticks.Children.Count(t => t.Judgements.Any(j => j.IsHit)) + repeatPoints.Children.Count(t => t.Judgements.Any(j => j.IsHit));
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if (InitialCircle.Judgements.Any(j => j.IsHit))
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if (HeadCircle.Judgements.Any(j => j.IsHit))
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judgementsHit++;
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var hitFraction = (double)judgementsHit / judgementsCount;
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if (hitFraction == 1 && InitialCircle.Judgements.Any(j => j.Result == HitResult.Great))
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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 && InitialCircle.Judgements.Any(j => j.Result >= HitResult.Good))
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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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@ -173,7 +159,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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}
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}
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public Drawable ProxiedLayer => InitialCircle.ApproachCircle;
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public Drawable ProxiedLayer => HeadCircle.ApproachCircle;
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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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@ -80,6 +80,8 @@ namespace osu.Game.Rulesets.Osu.Objects
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public double Velocity;
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public double TickDistance;
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public HitCircle HeadCircle;
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protected override void ApplyDefaultsToSelf(ControlPointInfo controlPointInfo, BeatmapDifficulty difficulty)
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{
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base.ApplyDefaultsToSelf(controlPointInfo, difficulty);
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@ -91,6 +93,18 @@ namespace osu.Game.Rulesets.Osu.Objects
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Velocity = scoringDistance / timingPoint.BeatLength;
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TickDistance = scoringDistance / difficulty.SliderTickRate;
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HeadCircle = new HitCircle
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{
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StartTime = StartTime,
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Position = StackedPosition,
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IndexInCurrentCombo = IndexInCurrentCombo,
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ComboColour = ComboColour,
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Samples = Samples,
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SampleControlPoint = SampleControlPoint
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};
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HeadCircle.ApplyDefaults(controlPointInfo, difficulty);
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}
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protected override void CreateNestedHitObjects()
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