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slider bouncers
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@ -9,6 +9,7 @@ using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Classic.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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@ -21,15 +22,13 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private readonly List<ISliderProgress> components = new List<ISliderProgress>();
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private readonly Container<DrawableSliderTick> ticks;
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private readonly Container<DrawableSliderBouncer> bouncers;
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private readonly SliderBody body;
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private readonly SliderBall ball;
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private readonly SliderBouncer bouncer2;
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public DrawableSlider(Slider s) : base(s)
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{
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SliderBouncer bouncer1;
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slider = s;
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Children = new Drawable[]
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@ -41,16 +40,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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PathWidth = s.Scale * 64,
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},
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ticks = new Container<DrawableSliderTick>(),
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bouncer1 = new SliderBouncer(s, false)
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{
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Position = s.Curve.PositionAt(1),
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Scale = new Vector2(s.Scale),
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},
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bouncer2 = new SliderBouncer(s, true)
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{
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Position = s.StackedPosition,
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Scale = new Vector2(s.Scale),
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},
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bouncers = new Container<DrawableSliderBouncer>(),
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ball = new SliderBall(s)
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{
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Scale = new Vector2(s.Scale),
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@ -70,8 +60,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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components.Add(body);
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components.Add(ball);
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components.Add(bouncer1);
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components.Add(bouncer2);
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AddNested(initialCircle);
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@ -92,14 +80,34 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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ticks.Add(drawableTick);
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AddNested(drawableTick);
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}
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foreach (var bouncer in s.Bouncers)
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{
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var repeatStartTime = s.StartTime + bouncer.RepeatIndex * repeatDuration;
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var fadeInTime = repeatStartTime + (bouncer.StartTime - repeatStartTime) / 2 - (bouncer.RepeatIndex == 0 ? TIME_FADEIN : TIME_FADEIN / 2);
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var fadeOutTime = repeatStartTime + repeatDuration;
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var drawableBouncer = new DrawableSliderBouncer(bouncer, this)
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{
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FadeInTime = fadeInTime,
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FadeOutTime = fadeOutTime,
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Position = bouncer.Position,
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};
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bouncers.Add(drawableBouncer);
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AddNested(drawableBouncer);
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}
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}
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private int currentRepeat;
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public bool Tracking;
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protected override void Update()
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{
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base.Update();
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Tracking = ball.Tracking;
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double progress = MathHelper.Clamp((Time.Current - slider.StartTime) / slider.Duration, 0, 1);
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int repeat = slider.RepeatAt(progress);
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@ -112,8 +120,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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currentRepeat = repeat;
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}
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bouncer2.Position = slider.Curve.PositionAt(body.SnakedEnd ?? 0);
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//todo: we probably want to reconsider this before adding scoring, but it looks and feels nice.
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if (!initialCircle.Judgements.Any(j => j.IsHit))
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initialCircle.Position = slider.Curve.PositionAt(progress);
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