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