osu/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSlider.cs
Dean Herbert 94f4268ae5 Fix object dim being applied to approach circles
Fixes half of https://github.com/ppy/osu/issues/24956.

The other half is high effort. The number portion is nested deeply and
with reason - depending on skin setting it changes the visual order.

I'm not sure how to fix that one, but I also think it's weird behaviour
and if people don't complain, it's probably fine to just dim the number
for consistency.

That said, the approach circle is an important one to ensure it matches
1:1, so I've fixed that here.
2023-09-29 18:23:23 +09:00

343 lines
12 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;
using System.Collections.Generic;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Audio;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public partial class DrawableSlider : DrawableOsuHitObject
{
public new Slider HitObject => (Slider)base.HitObject;
public DrawableSliderHead HeadCircle => headContainer.Child;
public DrawableSliderTail TailCircle => tailContainer.Child;
[Cached]
public DrawableSliderBall Ball { get; private set; }
public SkinnableDrawable Body { get; private set; }
private ShakeContainer shakeContainer;
protected override IEnumerable<Drawable> DimmablePieces => new Drawable[]
{
HeadCircle,
TailCircle,
Body,
};
/// <summary>
/// A target container which can be used to add top level elements to the slider's display.
/// Intended to be used for proxy purposes only.
/// </summary>
public Container OverlayElementContainer { get; private set; }
public override bool DisplayResult => !HitObject.OnlyJudgeNestedObjects;
[CanBeNull]
public PlaySliderBody SliderBody => Body.Drawable as PlaySliderBody;
public IBindable<int> PathVersion => pathVersion;
private readonly Bindable<int> pathVersion = new Bindable<int>();
private Container<DrawableSliderHead> headContainer;
private Container<DrawableSliderTail> tailContainer;
private Container<DrawableSliderTick> tickContainer;
private Container<DrawableSliderRepeat> repeatContainer;
private PausableSkinnableSound slidingSample;
public DrawableSlider()
: this(null)
{
}
public DrawableSlider([CanBeNull] Slider s = null)
: base(s)
{
Ball = new DrawableSliderBall
{
GetInitialHitAction = () => HeadCircle.HitAction,
BypassAutoSizeAxes = Axes.Both,
AlwaysPresent = true,
Alpha = 0
};
}
[BackgroundDependencyLoader]
private void load()
{
tailContainer = new Container<DrawableSliderTail> { RelativeSizeAxes = Axes.Both };
AddRangeInternal(new Drawable[]
{
shakeContainer = new ShakeContainer
{
ShakeDuration = 30,
RelativeSizeAxes = Axes.Both,
Children = new[]
{
Body = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderBody), _ => new DefaultSliderBody(), confineMode: ConfineMode.NoScaling),
// proxied here so that the tail is drawn under repeats/ticks - legacy skins rely on this
tailContainer.CreateProxy(),
tickContainer = new Container<DrawableSliderTick> { RelativeSizeAxes = Axes.Both },
repeatContainer = new Container<DrawableSliderRepeat> { RelativeSizeAxes = Axes.Both },
// actual tail container is placed here to ensure that tail hitobjects are processed after ticks/repeats.
// this is required for the correct operation of Score V2.
tailContainer,
}
},
// slider head is not included in shake as it handles hit detection, and handles its own shaking.
headContainer = new Container<DrawableSliderHead> { RelativeSizeAxes = Axes.Both },
OverlayElementContainer = new Container { RelativeSizeAxes = Axes.Both, },
Ball,
slidingSample = new PausableSkinnableSound { Looping = true }
});
PositionBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
StackHeightBindable.BindValueChanged(_ => Position = HitObject.StackedPosition);
ScaleBindable.BindValueChanged(scale => Ball.Scale = new Vector2(scale.NewValue));
AccentColour.BindValueChanged(colour =>
{
foreach (var drawableHitObject in NestedHitObjects)
drawableHitObject.AccentColour.Value = colour.NewValue;
}, true);
Tracking.BindValueChanged(updateSlidingSample);
}
protected override void OnApply()
{
base.OnApply();
// Ensure that the version will change after the upcoming BindTo().
pathVersion.Value = int.MaxValue;
PathVersion.BindTo(HitObject.Path.Version);
}
public override void Shake() => shakeContainer.Shake();
protected override void OnFree()
{
base.OnFree();
PathVersion.UnbindFrom(HitObject.Path.Version);
slidingSample?.ClearSamples();
}
protected override void LoadSamples()
{
// Note: base.LoadSamples() isn't called since the slider plays the tail's hitsounds for the time being.
Samples.Samples = HitObject.TailSamples.Cast<ISampleInfo>().ToArray();
slidingSample.Samples = HitObject.CreateSlidingSamples().Cast<ISampleInfo>().ToArray();
}
public override void StopAllSamples()
{
base.StopAllSamples();
slidingSample?.Stop();
}
private void updateSlidingSample(ValueChangedEvent<bool> tracking)
{
if (tracking.NewValue)
slidingSample?.Play();
else
slidingSample?.Stop();
}
protected override void AddNestedHitObject(DrawableHitObject hitObject)
{
base.AddNestedHitObject(hitObject);
switch (hitObject)
{
case DrawableSliderHead head:
headContainer.Child = head;
break;
case DrawableSliderTail tail:
tailContainer.Child = tail;
break;
case DrawableSliderTick tick:
tickContainer.Add(tick);
break;
case DrawableSliderRepeat repeat:
repeatContainer.Add(repeat);
break;
}
}
protected override void ClearNestedHitObjects()
{
base.ClearNestedHitObjects();
headContainer.Clear(false);
tailContainer.Clear(false);
repeatContainer.Clear(false);
tickContainer.Clear(false);
OverlayElementContainer.Clear(false);
}
protected override DrawableHitObject CreateNestedHitObject(HitObject hitObject)
{
switch (hitObject)
{
case SliderTailCircle tail:
return new DrawableSliderTail(tail);
case SliderHeadCircle head:
return new DrawableSliderHead(head);
case SliderTick tick:
return new DrawableSliderTick(tick);
case SliderRepeat repeat:
return new DrawableSliderRepeat(repeat);
}
return base.CreateNestedHitObject(hitObject);
}
public readonly Bindable<bool> Tracking = new Bindable<bool>();
protected override void Update()
{
base.Update();
Tracking.Value = Ball.Tracking;
if (Tracking.Value && slidingSample != null)
// keep the sliding sample playing at the current tracking position
slidingSample.Balance.Value = CalculateSamplePlaybackBalance(CalculateDrawableRelativePosition(Ball));
double completionProgress = Math.Clamp((Time.Current - HitObject.StartTime) / HitObject.Duration, 0, 1);
Ball.UpdateProgress(completionProgress);
SliderBody?.UpdateProgress(HeadCircle.IsHit ? completionProgress : 0);
foreach (DrawableHitObject hitObject in NestedHitObjects)
{
if (hitObject is ITrackSnaking s) s.UpdateSnakingPosition(HitObject.Path.PositionAt(SliderBody?.SnakedStart ?? 0), HitObject.Path.PositionAt(SliderBody?.SnakedEnd ?? 0));
if (hitObject is IRequireTracking t) t.Tracking = Ball.Tracking;
}
Size = SliderBody?.Size ?? Vector2.Zero;
OriginPosition = SliderBody?.PathOffset ?? Vector2.Zero;
if (DrawSize != Vector2.Zero)
{
var childAnchorPosition = Vector2.Divide(OriginPosition, DrawSize);
foreach (var obj in NestedHitObjects)
obj.RelativeAnchorPosition = childAnchorPosition;
Ball.RelativeAnchorPosition = childAnchorPosition;
}
}
public override void OnKilled()
{
base.OnKilled();
SliderBody?.RecyclePath();
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
{
if (userTriggered || Time.Current < HitObject.EndTime)
return;
// If only the nested hitobjects are judged, then the slider's own judgement is ignored for scoring purposes.
// But the slider needs to still be judged with a reasonable hit/miss result for visual purposes (hit/miss transforms, etc).
if (HitObject.OnlyJudgeNestedObjects)
{
ApplyResult(r => r.Type = NestedHitObjects.Any(h => h.Result.IsHit) ? r.Judgement.MaxResult : r.Judgement.MinResult);
return;
}
// Otherwise, if this slider also needs to be judged, apply judgement proportionally to the number of nested hitobjects hit. This is the classic osu!stable scoring.
ApplyResult(r =>
{
int totalTicks = NestedHitObjects.Count;
int hitTicks = NestedHitObjects.Count(h => h.IsHit);
if (hitTicks == totalTicks)
r.Type = HitResult.Great;
else if (hitTicks == 0)
r.Type = HitResult.Miss;
else
{
double hitFraction = (double)hitTicks / totalTicks;
r.Type = hitFraction >= 0.5 ? HitResult.Ok : HitResult.Meh;
}
});
}
public override void PlaySamples()
{
// rather than doing it this way, we should probably attach the sample to the tail circle.
// this can only be done after we stop using LegacyLastTick.
if (!TailCircle.SamplePlaysOnlyOnHit || TailCircle.IsHit)
base.PlaySamples();
}
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
Body.FadeInFromZero(HitObject.TimeFadeIn);
}
protected override void UpdateStartTimeStateTransforms()
{
base.UpdateStartTimeStateTransforms();
Ball.FadeIn();
Ball.ScaleTo(HitObject.Scale);
}
protected override void UpdateHitStateTransforms(ArmedState state)
{
base.UpdateHitStateTransforms(state);
const float fade_out_time = 240;
switch (state)
{
case ArmedState.Hit:
if (HeadCircle.IsHit && SliderBody?.SnakingOut.Value == true)
Body.FadeOut(40); // short fade to allow for any body colour to smoothly disappear.
break;
}
this.FadeOut(fade_out_time).Expire();
}
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) => SliderBody?.ReceivePositionalInputAt(screenSpacePos) ?? base.ReceivePositionalInputAt(screenSpacePos);
private partial class DefaultSliderBody : PlaySliderBody
{
}
}
}