osu/osu.Game.Rulesets.Osu/Skinning/FollowCircle.cs

130 lines
4.3 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.
using System;
using System.Diagnostics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Skinning
{
public abstract partial class FollowCircle : CompositeDrawable
{
[Resolved]
protected DrawableHitObject? ParentObject { get; private set; }
protected FollowCircle()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
((DrawableSlider?)ParentObject)?.Tracking.BindValueChanged(tracking =>
{
Debug.Assert(ParentObject != null);
if (ParentObject.Judged)
return;
using (BeginAbsoluteSequence(Math.Max(Time.Current, ParentObject.HitObject?.StartTime ?? 0)))
{
if (tracking.NewValue)
OnSliderPress();
else
OnSliderRelease();
}
}, true);
}
protected override void LoadComplete()
{
base.LoadComplete();
if (ParentObject != null)
{
ParentObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(ParentObject);
ParentObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(ParentObject, ParentObject.State.Value);
}
}
private void onHitObjectApplied(DrawableHitObject drawableObject)
{
this.ScaleTo(1f)
.FadeOut();
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
{
Debug.Assert(ParentObject != null);
switch (state)
{
case ArmedState.Hit:
switch (drawableObject)
{
case DrawableSliderTail:
// Use ParentObject instead of drawableObject because slider tail's
// HitStateUpdateTime is ~36ms before the actual slider end (aka slider
// tail leniency)
using (BeginAbsoluteSequence(ParentObject.HitStateUpdateTime))
OnSliderEnd();
break;
case DrawableSliderTick:
case DrawableSliderRepeat:
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
OnSliderTick();
break;
}
break;
case ArmedState.Miss:
switch (drawableObject)
{
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
// Despite above comment, ok to use drawableObject.HitStateUpdateTime
// here, since on stable, the break anim plays right when the tail is
// missed, not when the slider ends
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
OnSliderBreak();
break;
}
break;
}
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (ParentObject != null)
{
ParentObject.HitObjectApplied -= onHitObjectApplied;
ParentObject.ApplyCustomUpdateState -= updateStateTransforms;
}
}
protected abstract void OnSliderPress();
protected abstract void OnSliderRelease();
protected abstract void OnSliderEnd();
protected abstract void OnSliderTick();
protected abstract void OnSliderBreak();
}
}