Make FollowPointRenderer use hitobject models

This commit is contained in:
smoogipoo
2020-11-05 15:01:45 +09:00
parent a386765a9d
commit 9c1c9945af
4 changed files with 36 additions and 35 deletions

View File

@ -2,6 +2,7 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using JetBrains.Annotations;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -31,19 +32,19 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
/// The <see cref="DrawableOsuHitObject"/> which <see cref="FollowPoint"/>s will exit from.
/// </summary>
[NotNull]
public readonly DrawableOsuHitObject Start;
public readonly OsuHitObject Start;
/// <summary>
/// Creates a new <see cref="FollowPointConnection"/>.
/// </summary>
/// <param name="start">The <see cref="DrawableOsuHitObject"/> which <see cref="FollowPoint"/>s will exit from.</param>
public FollowPointConnection([NotNull] DrawableOsuHitObject start)
public FollowPointConnection([NotNull] OsuHitObject start)
{
Start = start;
RelativeSizeAxes = Axes.Both;
StartTime.BindTo(Start.HitObject.StartTimeBindable);
StartTime.BindTo(start.StartTimeBindable);
}
protected override void LoadComplete()
@ -52,13 +53,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
bindEvents(Start);
}
private DrawableOsuHitObject end;
private OsuHitObject end;
/// <summary>
/// The <see cref="DrawableOsuHitObject"/> which <see cref="FollowPoint"/>s will enter.
/// </summary>
[CanBeNull]
public DrawableOsuHitObject End
public OsuHitObject End
{
get => end;
set
@ -75,10 +76,10 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
}
}
private void bindEvents(DrawableOsuHitObject drawableObject)
private void bindEvents(OsuHitObject obj)
{
drawableObject.HitObject.PositionBindable.BindValueChanged(_ => scheduleRefresh());
drawableObject.HitObject.DefaultsApplied += _ => scheduleRefresh();
obj.PositionBindable.BindValueChanged(_ => scheduleRefresh());
obj.DefaultsApplied += _ => scheduleRefresh();
}
private void scheduleRefresh()
@ -88,23 +89,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
private void refresh()
{
OsuHitObject osuStart = Start.HitObject;
double startTime = osuStart.GetEndTime();
double startTime = Start.GetEndTime();
LifetimeStart = startTime;
OsuHitObject osuEnd = End?.HitObject;
if (osuEnd == null || osuEnd.NewCombo || osuStart is Spinner || osuEnd is Spinner)
if (End == null || End.NewCombo || Start is Spinner || End is Spinner)
{
// ensure we always set a lifetime for full LifetimeManagementContainer benefits
LifetimeEnd = LifetimeStart;
return;
}
Vector2 startPosition = osuStart.StackedEndPosition;
Vector2 endPosition = osuEnd.StackedPosition;
double endTime = osuEnd.StartTime;
Vector2 startPosition = Start.StackedEndPosition;
Vector2 endPosition = End.StackedPosition;
double endTime = End.StartTime;
Vector2 distanceVector = endPosition - startPosition;
int distance = (int)distanceVector.Length;
@ -130,10 +128,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
AddInternal(fp = new FollowPoint());
Debug.Assert(End != null);
fp.Position = pointStartPosition;
fp.Rotation = rotation;
fp.Alpha = 0;
fp.Scale = new Vector2(1.5f * osuEnd.Scale);
fp.Scale = new Vector2(1.5f * End.Scale);
firstTransformStartTime ??= fadeInTime;
@ -141,12 +141,12 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
using (fp.BeginAbsoluteSequence(fadeInTime))
{
fp.FadeIn(osuEnd.TimeFadeIn);
fp.ScaleTo(osuEnd.Scale, osuEnd.TimeFadeIn, Easing.Out);
fp.MoveTo(pointEndPosition, osuEnd.TimeFadeIn, Easing.Out);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(osuEnd.TimeFadeIn);
fp.FadeIn(End.TimeFadeIn);
fp.ScaleTo(End.Scale, End.TimeFadeIn, Easing.Out);
fp.MoveTo(pointEndPosition, End.TimeFadeIn, Easing.Out);
fp.Delay(fadeOutTime - fadeInTime).FadeOut(End.TimeFadeIn);
finalTransformEndTime = fadeOutTime + osuEnd.TimeFadeIn;
finalTransformEndTime = fadeOutTime + End.TimeFadeIn;
}
point++;