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https://github.com/ppy/osu
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55 lines
1.8 KiB
C#
55 lines
1.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderHead : DrawableHitCircle
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{
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> pathVersion = new Bindable<int>();
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protected override OsuSkinComponents CirclePieceComponent => OsuSkinComponents.SliderHeadHitCircle;
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private readonly Slider slider;
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public DrawableSliderHead(Slider slider, SliderHeadCircle h)
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: base(h)
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{
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this.slider = slider;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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positionBindable.BindTo(HitObject.PositionBindable);
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pathVersion.BindTo(slider.Path.Version);
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positionBindable.BindValueChanged(_ => updatePosition());
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pathVersion.BindValueChanged(_ => updatePosition(), true);
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}
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protected override void Update()
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{
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base.Update();
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double completionProgress = Math.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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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 (!IsHit)
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Position = slider.CurvePositionAt(completionProgress);
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}
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public Action<double> OnShake;
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protected override void Shake(double maximumLength) => OnShake?.Invoke(maximumLength);
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private void updatePosition() => Position = HitObject.Position - slider.Position;
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}
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}
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