using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Modes.Objects.Drawables; using osu.Game.Modes.Osu.Objects.Drawables.Pieces; using OpenTK; using osu.Framework.Graphics.Sprites; using OpenTK.Graphics; namespace osu.Game.Modes.Osu.Objects.Drawables { class DrawableSlider : DrawableOsuHitObject { private Path path; private DrawableHitCircle startCircle; private Slider slider; private Container ball; public DrawableSlider(Slider s) : base(s) { slider = s; Origin = Anchor.TopLeft; Position = Vector2.Zero; Children = new Drawable[] { path = new Path { Colour = s.Colour, }, ball = new Container { Masking = true, CornerRadius = 20, AutoSizeAxes = Axes.Both, Colour = Color4.Red, Origin = Anchor.Centre, Children = new [] { new Box { Width = 40, Height = 40, } } }, startCircle = new DrawableHitCircle(new HitCircle { StartTime = s.StartTime, Position = s.Position, Colour = s.Colour, }) { Depth = 1 //override time-based depth. }, }; } protected override void LoadComplete() { base.LoadComplete(); for (int i = 0; i < slider.Curve.Length; i += 10) path.Positions.Add(slider.Curve.PositionAt(i / slider.Curve.Length)); path.PathWidth = startCircle.DrawWidth / 4; //force application of the state that was set before we loaded. UpdateState(State); } protected override void Update() { base.Update(); ball.Alpha = Time.Current >= slider.StartTime && Time.Current <= slider.EndTime ? 1 : 0; double t = (Time.Current - slider.StartTime) / slider.Duration; if (slider.RepeatCount > 1) { double currentRepeat = (int)(t * slider.RepeatCount); t = (t * slider.RepeatCount) % 1; if (currentRepeat % 2 == 1) t = 1 - t; } ball.Position = slider.Curve.PositionAt(t); } protected override void UpdateState(ArmedState state) { if (!IsLoaded) return; Flush(true); //move to DrawableHitObject Alpha = 0; Delay(HitObject.StartTime - 450 - Time.Current, true); FadeIn(200); Delay(450 + HitObject.Duration); FadeOut(100); } } }