using System.Collections.Generic; 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 Slider slider; private DrawableHitCircle startCircle; private Container ball; private SliderBody body; public DrawableSlider(Slider s) : base(s) { slider = s; Origin = Anchor.TopLeft; Position = Vector2.Zero; 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, } } }, 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(); //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) { base.UpdateState(state); Delay(HitObject.Duration); FadeOut(100); } class SliderBody : Container { private Path path; double? drawnProgress; Slider slider; public SliderBody(Slider s) { slider = s; Children = new Drawable[] { //new BufferedContainer //{ // RelativeSizeAxes = Axes.Both, // Children = new Drawable[] // { path = new Path { Colour = s.Colour, }, // } //} }; } protected override void LoadComplete() { base.LoadComplete(); path.PathWidth = 50; } protected override void Update() { base.Update(); double segmentSize = 1 / (slider.Curve.Length / 5); double progress = MathHelper.Clamp((Time.Current - slider.StartTime + TIME_PREEMPT / 2) / TIME_FADEIN, 0, 1); if (progress != drawnProgress) { 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); } } } } }