using System;
using osu.Framework.Graphics;
using osu.Framework.MathUtils;
using osu.Framework.Physics;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mania.Timing.Drawables
{
public class DrawableGravityTimingChange : DrawableTimingChange
{
public DrawableGravityTimingChange(TimingChange timingChange)
: base(timingChange)
{
}
protected override void Update()
{
base.Update();
// The gravity-adjusted start position
float startY = (float)computeGravityTime(TimingChange.Time);
// The gravity-adjusted end position
float endY = (float)computeGravityTime(TimingChange.Time + Content.RelativeCoordinateSpace.Y);
Content.Y = startY;
Content.Height = endY - startY;
}
///
/// Applies gravity to a time value based on the current time.
///
/// The time value gravity should be applied to.
/// The time after gravity is applied to .
private double computeGravityTime(double time)
{
double relativeTime = relativeTimeAt(time);
// The sign of the relative time, this is used to apply backwards acceleration leading into startTime
double sign = relativeTime < 0 ? -1 : 1;
return timeSpan - acceleration * relativeTime * relativeTime * sign;
}
///
/// The time spanned by this container.
///
private double timeSpan => RelativeCoordinateSpace.Y;
///
/// The acceleration due to "gravity" of the content of this container.
///
private double acceleration => timeSpan / travelTime / travelTime;
///
/// The travel time, after beat length adjustments.
///
private double travelTime => timeSpan / TimingChange.SpeedMultiplier;
///
/// Computes the current time relative to , accounting for .
///
/// The non-offset time.
/// The current time relative to - .
private double relativeTimeAt(double time) => Time.Current - time + travelTime;
}
}