Add interactivity to sliders, follow circle etc.

This commit is contained in:
Dean Herbert 2016-11-28 19:42:45 +09:00
parent 907e8e83ce
commit c7ffd56a10
2 changed files with 131 additions and 53 deletions

View File

@ -28,11 +28,9 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Flush(true);
double t = HitObject.EndTime + Judgement.TimeOffset;
UpdateInitialState();
Delay(t - Time.Current - TIME_PREEMPT, true);
Delay(HitObject.StartTime - Time.Current - TIME_PREEMPT + Judgement.TimeOffset, true);
UpdatePreemptState();

View File

@ -5,7 +5,9 @@ using osu.Game.Modes.Objects.Drawables;
using osu.Game.Modes.Osu.Objects.Drawables.Pieces;
using OpenTK;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Transformations;
using OpenTK.Graphics;
using osu.Framework.Input;
namespace osu.Game.Modes.Osu.Objects.Drawables
{
@ -15,7 +17,7 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
private DrawableHitCircle startCircle;
private Container ball;
private SliderBody body;
private Body body;
public DrawableSlider(Slider s) : base(s)
{
@ -23,26 +25,12 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
Origin = Anchor.TopLeft;
Position = Vector2.Zero;
RelativeSizeAxes = Axes.Both;
Children = new Drawable[]
{
body = new SliderBody(s),
ball = new Container
{
Masking = true,
CornerRadius = 20,
AutoSizeAxes = Axes.Both,
Colour = Color4.Red,
Origin = Anchor.Centre,
Children = new []
{
new Box
{
Width = 40,
Height = 40,
}
}
},
body = new Body(s),
ball = new Ball(),
startCircle = new DrawableHitCircle(new HitCircle
{
StartTime = s.StartTime,
@ -89,15 +77,102 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
FadeOut(100);
}
class SliderBody : Container
private class Ball : Container
{
private Box follow;
public Ball()
{
Masking = true;
AutoSizeAxes = Axes.Both;
BlendingMode = BlendingMode.Additive;
Origin = Anchor.Centre;
Children = new Drawable[]
{
follow = new Box
{
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Colour = Color4.Orange,
Width = 64,
Height = 64,
},
new Container
{
Masking = true,
AutoSizeAxes = Axes.Both,
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Colour = Color4.Cyan,
CornerRadius = 32,
Children = new[]
{
new Box
{
Width = 64,
Height = 64,
},
}
}
};
}
private InputState lastState;
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
lastState = state;
return base.OnMouseDown(state, args);
}
protected override bool OnMouseUp(InputState state, MouseUpEventArgs args)
{
lastState = state;
return base.OnMouseUp(state, args);
}
protected override bool OnMouseMove(InputState state)
{
lastState = state;
return base.OnMouseMove(state);
}
bool tracking;
protected bool Tracking
{
get { return tracking; }
set
{
if (value == tracking) return;
tracking = value;
follow.ScaleTo(tracking ? 2 : 1, 140, EasingTypes.Out);
follow.FadeTo(tracking ? 0.8f : 0, 140, EasingTypes.Out);
}
}
protected override void Update()
{
base.Update();
CornerRadius = DrawWidth / 2;
Tracking = lastState != null && Contains(lastState.Mouse.NativeState.Position) && lastState.Mouse.HasMainButtonPressed;
}
}
private class Body : Container
{
private Path path;
double? drawnProgress;
private double? drawnProgress;
Slider slider;
private Slider slider;
public SliderBody(Slider s)
public Body(Slider s)
{
slider = s;
@ -127,38 +202,43 @@ namespace osu.Game.Modes.Osu.Objects.Drawables
{
base.Update();
double segmentSize = 1 / (slider.Curve.Length / 5);
updateSnaking();
}
private void updateSnaking()
{
double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT / 2) / TIME_FADEIN, 0, 1);
if (progress != drawnProgress)
if (progress == drawnProgress) return;
if (progress == 0)
{
if (progress == 0)
{
//if we have gone backwards, just clear the path for now.
drawnProgress = 0;
path.Positions.Clear();
}
if (drawnProgress == null)
{
drawnProgress = 0;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
while (drawnProgress + segmentSize < progress)
{
drawnProgress += segmentSize;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
if (progress == 1 && drawnProgress != progress)
{
drawnProgress = progress;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
path.Invalidate(Invalidation.DrawNode);
//if we have gone backwards, just clear the path for now.
drawnProgress = 0;
path.Positions.Clear();
}
if (drawnProgress == null)
{
drawnProgress = 0;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
double segmentSize = 1 / (slider.Curve.Length / 5);
while (drawnProgress + segmentSize < progress)
{
drawnProgress += segmentSize;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
if (progress == 1 && drawnProgress != progress)
{
drawnProgress = progress;
path.Positions.Add(slider.Curve.PositionAt(drawnProgress.Value));
}
path.Invalidate(Invalidation.DrawNode);
}
}
}