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Fix slider ticks contributing to accuracy
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129
osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderRepeat.cs
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129
osu.Game.Rulesets.Osu/Objects/Drawables/DrawableSliderRepeat.cs
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// 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableSliderRepeat : DrawableOsuHitObject, ITrackSnaking
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{
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private readonly SliderRepeatPoint sliderRepeatPoint;
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private readonly DrawableSlider drawableSlider;
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private double animDuration;
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private readonly Drawable scaleContainer;
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public DrawableSliderRepeat(SliderRepeatPoint sliderRepeatPoint, DrawableSlider drawableSlider)
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: base(sliderRepeatPoint)
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{
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this.sliderRepeatPoint = sliderRepeatPoint;
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this.drawableSlider = drawableSlider;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Blending = BlendingParameters.Additive;
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Origin = Anchor.Centre;
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InternalChild = scaleContainer = new ReverseArrowPiece();
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}
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private readonly IBindable<float> scaleBindable = new BindableFloat();
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[BackgroundDependencyLoader]
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private void load()
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{
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
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if (sliderRepeatPoint.StartTime <= Time.Current)
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ApplyResult(r => r.Type = drawableSlider.Tracking.Value ? HitResult.Great : HitResult.Miss);
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}
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protected override void UpdateInitialTransforms()
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{
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animDuration = Math.Min(300, sliderRepeatPoint.SpanDuration);
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this.Animate(
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d => d.FadeIn(animDuration),
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d => d.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf)
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);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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{
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base.UpdateStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(animDuration);
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break;
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case ArmedState.Hit:
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this.FadeOut(animDuration, Easing.Out)
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.ScaleTo(Scale * 1.5f, animDuration, Easing.Out);
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break;
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}
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}
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private bool hasRotation;
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public void UpdateSnakingPosition(Vector2 start, Vector2 end)
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{
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bool isRepeatAtEnd = sliderRepeatPoint.RepeatIndex % 2 == 0;
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List<Vector2> curve = ((PlaySliderBody)drawableSlider.Body.Drawable).CurrentCurve;
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Position = isRepeatAtEnd ? end : start;
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if (curve.Count < 2)
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return;
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int searchStart = isRepeatAtEnd ? curve.Count - 1 : 0;
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int direction = isRepeatAtEnd ? -1 : 1;
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Vector2 aimRotationVector = Vector2.Zero;
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// find the next vector2 in the curve which is not equal to our current position to infer a rotation.
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for (int i = searchStart; i >= 0 && i < curve.Count; i += direction)
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{
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if (Precision.AlmostEquals(curve[i], Position))
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continue;
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aimRotationVector = curve[i];
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break;
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}
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float aimRotation = MathUtils.RadiansToDegrees(MathF.Atan2(aimRotationVector.Y - Position.Y, aimRotationVector.X - Position.X));
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while (Math.Abs(aimRotation - Rotation) > 180)
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aimRotation += aimRotation < Rotation ? 360 : -360;
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if (!hasRotation)
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{
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Rotation = aimRotation;
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hasRotation = true;
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}
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else
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{
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// If we're already snaking, interpolate to smooth out sharp curves (linear sliders, mainly).
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Rotation = Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, 100), Rotation, aimRotation, 0, 50, Easing.OutQuint);
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}
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}
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}
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}
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