Rework freezing to use masking

This commit is contained in:
smoogipoo 2020-08-21 17:52:42 +09:00
parent 37cf7999b1
commit aead13628b

View File

@ -12,7 +12,6 @@ using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning; using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Mania.Objects.Drawables namespace osu.Game.Rulesets.Mania.Objects.Drawables
{ {
@ -35,19 +34,14 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
private readonly Container<DrawableHoldNoteTick> tickContainer; private readonly Container<DrawableHoldNoteTick> tickContainer;
/// <summary> /// <summary>
/// Contains the maximum size/position of the body prior to any offset or size adjustments. /// Contains the size of the hold note covering the whole head/tail bounds. The size of this container changes as the hold note is being pressed.
/// </summary> /// </summary>
private readonly Container bodyContainer; private readonly Container sizingContainer;
/// <summary> /// <summary>
/// Contains the offset size/position of the body such that the body extends half-way between the head and tail pieces. /// Contains the contents of the hold note that should be masked as the hold note is being pressed. Follows changes in the size of <see cref="sizingContainer"/>.
/// </summary> /// </summary>
private readonly Container bodyOffsetContainer; private readonly Container maskingContainer;
/// <summary>
/// Contains the masking area for the tail, which is resized along with <see cref="bodyContainer"/>.
/// </summary>
private readonly Container tailMaskingContainer;
private readonly SkinnableDrawable bodyPiece; private readonly SkinnableDrawable bodyPiece;
@ -71,36 +65,43 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
{ {
RelativeSizeAxes = Axes.X; RelativeSizeAxes = Axes.X;
AddRangeInternal(new[] Container maskedContents;
AddRangeInternal(new Drawable[]
{ {
bodyContainer = new Container sizingContainer = new Container
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Children = new Drawable[] Children = new Drawable[]
{ {
bodyOffsetContainer = new Container maskingContainer = new Container
{ {
RelativeSizeAxes = Axes.X, RelativeSizeAxes = Axes.Both,
Child = bodyPiece = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.HoldNoteBody, hitObject.Column), _ => new DefaultBodyPiece Child = maskedContents = new Container
{ {
RelativeSizeAxes = Axes.Both RelativeSizeAxes = Axes.Both,
}) Masking = true,
}
}, },
// The head needs to move along with changes in the size of the body.
headContainer = new Container<DrawableHoldNoteHead> { RelativeSizeAxes = Axes.Both } headContainer = new Container<DrawableHoldNoteHead> { RelativeSizeAxes = Axes.Both }
} }
}, },
tickContainer = new Container<DrawableHoldNoteTick> { RelativeSizeAxes = Axes.Both }, bodyPiece = new SkinnableDrawable(new ManiaSkinComponent(ManiaSkinComponents.HoldNoteBody, hitObject.Column), _ => new DefaultBodyPiece
tailMaskingContainer = new Container
{ {
RelativeSizeAxes = Axes.X, RelativeSizeAxes = Axes.Both,
Masking = true, })
Child = tailContainer = new Container<DrawableHoldNoteTail> {
{ RelativeSizeAxes = Axes.X
RelativeSizeAxes = Axes.X,
}
}, },
headContainer.CreateProxy() tickContainer = new Container<DrawableHoldNoteTick> { RelativeSizeAxes = Axes.Both },
tailContainer = new Container<DrawableHoldNoteTail> { RelativeSizeAxes = Axes.Both },
});
maskedContents.AddRange(new[]
{
bodyPiece.CreateProxy(),
tickContainer.CreateProxy(),
tailContainer.CreateProxy(),
}); });
} }
@ -167,24 +168,15 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
{ {
base.OnDirectionChanged(e); base.OnDirectionChanged(e);
// The body container is anchored from the position of the tail, since its height is changed when the hold note is being hit.
// The body offset container is anchored from the position of the head (inverse of the above).
// The tail containers are both anchored from the position of the tail.
if (e.NewValue == ScrollingDirection.Up) if (e.NewValue == ScrollingDirection.Up)
{ {
bodyContainer.Anchor = bodyContainer.Origin = Anchor.BottomLeft; bodyPiece.Anchor = bodyPiece.Origin = Anchor.TopLeft;
bodyOffsetContainer.Anchor = bodyOffsetContainer.Origin = Anchor.TopLeft; sizingContainer.Anchor = sizingContainer.Origin = Anchor.BottomLeft;
tailMaskingContainer.Anchor = tailMaskingContainer.Origin = Anchor.BottomLeft;
tailContainer.Anchor = tailContainer.Origin = Anchor.BottomLeft;
} }
else else
{ {
bodyContainer.Anchor = bodyContainer.Origin = Anchor.TopLeft; bodyPiece.Anchor = bodyPiece.Origin = Anchor.BottomLeft;
bodyOffsetContainer.Anchor = bodyOffsetContainer.Origin = Anchor.BottomLeft; sizingContainer.Anchor = sizingContainer.Origin = Anchor.TopLeft;
tailMaskingContainer.Anchor = tailMaskingContainer.Origin = Anchor.TopLeft;
tailContainer.Anchor = tailContainer.Origin = Anchor.TopLeft;
} }
} }
@ -206,26 +198,34 @@ namespace osu.Game.Rulesets.Mania.Objects.Drawables
if (Time.Current < releaseTime) if (Time.Current < releaseTime)
releaseTime = null; releaseTime = null;
// Decrease the size of the body while the hold note is held and the head has been hit. This stops at the very first release point. // Pad the full size container so its contents (i.e. the masking container) reach under the tail.
// This is required for the tail to not be masked away, since it lies outside the bounds of the hold note.
sizingContainer.Padding = new MarginPadding
{
Top = Direction.Value == ScrollingDirection.Down ? -Tail.Height : 0,
Bottom = Direction.Value == ScrollingDirection.Up ? -Tail.Height : 0,
};
// Pad the masking container to the starting position of the body piece (half-way under the head).
// This is required ot make the body start getting masked immediately as soon as the note is held.
maskingContainer.Padding = new MarginPadding
{
Top = Direction.Value == ScrollingDirection.Up ? Head.Height / 2 : 0,
Bottom = Direction.Value == ScrollingDirection.Down ? Head.Height / 2 : 0,
};
// Position and resize the body to lie half-way under the head and the tail notes.
bodyPiece.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
bodyPiece.Height = DrawHeight - Head.Height / 2 + Tail.Height / 2;
// As the note is being held, adjust the size of the fullSizeContainer. This has two effects:
// 1. The contained masking container will mask the body and ticks.
// 2. The head note will move along with the new "head position" in the container.
if (Head.IsHit && releaseTime == null) if (Head.IsHit && releaseTime == null)
{ {
float heightDecrease = (float)(Math.Max(0, Time.Current - HitObject.StartTime) / HitObject.Duration); float heightDecrease = (float)(Math.Max(0, Time.Current - HitObject.StartTime) / HitObject.Duration);
bodyContainer.Height = MathHelper.Clamp(1 - heightDecrease, 0, 1); sizingContainer.Height = Math.Clamp(1 - heightDecrease, 0, 1);
} }
// Re-position the body half-way up the head, and extend the height until it's half-way under the tail.
bodyOffsetContainer.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Head.Height / 2;
bodyOffsetContainer.Height = bodyContainer.DrawHeight + Tail.Height / 2 - Head.Height / 2;
// The tail is positioned to be "outside" the hold note, so re-position its masking container to fully cover the tail and extend the height until it's half-way under the head.
// The masking height is determined by the size of the body so that the head and tail don't overlap as the body becomes shorter via hitting (above).
tailMaskingContainer.Y = (Direction.Value == ScrollingDirection.Up ? 1 : -1) * Tail.Height;
tailMaskingContainer.Height = bodyContainer.DrawHeight + Tail.Height - Head.Height / 2;
// The tail container needs the reverse of the above offset applied to bring the tail to its original position.
// It also needs the full original height of the hold note to maintain positioning even as the height of the masking container changes.
tailContainer.Y = -tailMaskingContainer.Y;
tailContainer.Height = DrawHeight;
} }
protected override void UpdateStateTransforms(ArmedState state) protected override void UpdateStateTransforms(ArmedState state)