mirror of https://github.com/ppy/osu
159 lines
5.3 KiB
C#
159 lines
5.3 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
#nullable disable
|
|
|
|
using System.Diagnostics;
|
|
using JetBrains.Annotations;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Skinning;
|
|
using osuTK;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
|
{
|
|
public partial class DrawableSliderTail : DrawableOsuHitObject
|
|
{
|
|
public new SliderTailCircle HitObject => (SliderTailCircle)base.HitObject;
|
|
|
|
[CanBeNull]
|
|
public Slider Slider => DrawableSlider?.HitObject;
|
|
|
|
protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
|
|
|
|
/// <summary>
|
|
/// Whether the hit samples only play on successful hits.
|
|
/// If <c>false</c>, the hit samples will also play on misses.
|
|
/// </summary>
|
|
public bool SamplePlaysOnlyOnHit { get; set; } = true;
|
|
|
|
public SkinnableDrawable CirclePiece { get; private set; }
|
|
|
|
private Container scaleContainer;
|
|
|
|
public DrawableSliderTail()
|
|
: base(null)
|
|
{
|
|
}
|
|
|
|
public DrawableSliderTail(SliderTailCircle tailCircle)
|
|
: base(tailCircle)
|
|
{
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load()
|
|
{
|
|
Origin = Anchor.Centre;
|
|
Size = OsuHitObject.OBJECT_DIMENSIONS;
|
|
|
|
AddRangeInternal(new Drawable[]
|
|
{
|
|
scaleContainer = new Container
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Origin = Anchor.Centre,
|
|
Anchor = Anchor.Centre,
|
|
Children = new Drawable[]
|
|
{
|
|
// no default for this; only visible in legacy skins.
|
|
CirclePiece = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderTailHitCircle), _ => Empty())
|
|
}
|
|
},
|
|
});
|
|
|
|
ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
|
|
}
|
|
|
|
protected override void LoadSamples()
|
|
{
|
|
// Tail models don't actually get samples, as the playback is handled by DrawableSlider.
|
|
// This override is only here for visibility in explaining this weird flow.
|
|
}
|
|
|
|
public override void PlaySamples()
|
|
{
|
|
// Tail models don't actually get samples, as the playback is handled by DrawableSlider.
|
|
// This override is only here for visibility in explaining this weird flow.
|
|
}
|
|
|
|
protected override void UpdateInitialTransforms()
|
|
{
|
|
base.UpdateInitialTransforms();
|
|
|
|
// When snaking in is enabled, the first end circle needs to be delayed until the snaking completes.
|
|
bool delayFadeIn = DrawableSlider.SliderBody?.SnakingIn.Value == true && HitObject.RepeatIndex == 0;
|
|
|
|
CirclePiece
|
|
.FadeOut()
|
|
.Delay(delayFadeIn ? (Slider?.TimePreempt ?? 0) / 3 : 0)
|
|
.FadeIn(HitObject.TimeFadeIn);
|
|
}
|
|
|
|
protected override void UpdateHitStateTransforms(ArmedState state)
|
|
{
|
|
base.UpdateHitStateTransforms(state);
|
|
|
|
Debug.Assert(HitObject.HitWindows != null);
|
|
|
|
switch (state)
|
|
{
|
|
case ArmedState.Idle:
|
|
this.Delay(HitObject.TimePreempt).FadeOut(500);
|
|
break;
|
|
|
|
case ArmedState.Miss:
|
|
this.FadeOut(100);
|
|
break;
|
|
|
|
case ArmedState.Hit:
|
|
// todo: temporary / arbitrary
|
|
this.Delay(800).FadeOut();
|
|
break;
|
|
}
|
|
}
|
|
|
|
protected override void CheckForResult(bool userTriggered, double timeOffset) => DrawableSlider.SliderInputManager.TryJudgeNestedObject(this, timeOffset);
|
|
|
|
protected override void OnApply()
|
|
{
|
|
base.OnApply();
|
|
|
|
if (Slider != null)
|
|
Position = Slider.CurvePositionAt(HitObject.RepeatIndex % 2 == 0 ? 1 : 0);
|
|
}
|
|
|
|
#region FOR EDITOR USE ONLY, DO NOT USE FOR ANY OTHER PURPOSE
|
|
|
|
internal void SuppressHitAnimations()
|
|
{
|
|
UpdateState(ArmedState.Idle);
|
|
UpdateComboColour();
|
|
|
|
// This method is called every frame in editor contexts, thus the lack of need for transforms.
|
|
|
|
if (Time.Current >= HitStateUpdateTime)
|
|
{
|
|
// More or less matches stable (see https://github.com/peppy/osu-stable-reference/blob/bb57924c1552adbed11ee3d96cdcde47cf96f2b6/osu!/GameplayElements/HitObjects/Osu/HitCircleOsu.cs#L336-L338)
|
|
AccentColour.Value = Color4.White;
|
|
Alpha = Interpolation.ValueAt(Time.Current, 1f, 0f, HitStateUpdateTime, HitStateUpdateTime + 700);
|
|
}
|
|
|
|
LifetimeEnd = HitStateUpdateTime + 700;
|
|
}
|
|
|
|
internal void RestoreHitAnimations()
|
|
{
|
|
UpdateState(ArmedState.Hit);
|
|
UpdateComboColour();
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
}
|