mirror of
https://github.com/ppy/osu
synced 2024-12-25 00:02:48 +00:00
b1aff91bba
Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com>
67 lines
2.9 KiB
C#
67 lines
2.9 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.Collections.Generic;
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using osu.Framework.Graphics.Transforms;
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namespace osu.Game.Storyboards.Commands
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{
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public class StoryboardLoopingGroup : StoryboardCommandGroup
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{
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private readonly double loopStartTime;
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/// <summary>
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/// The total number of times this loop is played back. Always greater than zero.
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/// </summary>
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public readonly int TotalIterations;
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/// <summary>
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/// Construct a new command loop.
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/// </summary>
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/// <param name="startTime">The start time of the loop.</param>
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/// <param name="repeatCount">The number of times the loop should repeat. Should be greater than zero. Zero means a single playback.</param>
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public StoryboardLoopingGroup(double startTime, int repeatCount)
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{
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ArgumentOutOfRangeException.ThrowIfNegative(repeatCount);
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loopStartTime = startTime;
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TotalIterations = repeatCount + 1;
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}
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protected override void AddCommand<T>(ICollection<StoryboardCommand<T>> list, StoryboardCommand<T> command)
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=> base.AddCommand(list, new StoryboardLoopingCommand<T>(command, this));
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public override string ToString() => $"{loopStartTime} x{TotalIterations}";
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private class StoryboardLoopingCommand<T> : StoryboardCommand<T>
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{
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private readonly StoryboardCommand<T> command;
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private readonly StoryboardLoopingGroup loopingGroup;
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public StoryboardLoopingCommand(StoryboardCommand<T> command, StoryboardLoopingGroup loopingGroup)
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// In an ideal world, we would multiply the command duration by TotalIterations in command end time.
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// Unfortunately this would clash with how stable handled end times, and results in some storyboards playing outro
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// sequences for minutes or hours.
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: base(command.Easing, loopingGroup.loopStartTime + command.StartTime, loopingGroup.loopStartTime + command.EndTime, command.StartValue, command.EndValue)
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{
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this.command = command;
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this.loopingGroup = loopingGroup;
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}
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public override string PropertyName => command.PropertyName;
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public override void ApplyInitialValue<TDrawable>(TDrawable d) => command.ApplyInitialValue(d);
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public override TransformSequence<TDrawable> ApplyTransforms<TDrawable>(TDrawable d)
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{
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if (loopingGroup.TotalIterations == 0)
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return command.ApplyTransforms(d);
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double loopingGroupDuration = loopingGroup.Duration;
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return command.ApplyTransforms(d).Loop(loopingGroupDuration - Duration, loopingGroup.TotalIterations);
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}
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}
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}
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}
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