2021-04-30 06:59:59 +08:00
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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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2021-04-30 07:49:19 +08:00
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using System;
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2021-04-30 06:59:59 +08:00
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using osu.Framework.Bindables;
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using osu.Framework.Extensions;
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using osu.Framework.Graphics;
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2022-08-11 03:54:48 +08:00
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using osu.Framework.Localisation;
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2021-04-30 06:59:59 +08:00
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModBarrelRoll<TObject> : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<TObject>
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where TObject : HitObject
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{
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2021-04-30 10:25:39 +08:00
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/// <summary>
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/// The current angle of rotation being applied by this mod.
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/// Generally should be used to apply inverse rotation to elements which should not be rotated.
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/// </summary>
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protected float CurrentRotation { get; private set; }
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[SettingSource("Roll speed", "Rotations per minute")]
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public BindableNumber<double> SpinSpeed { get; } = new BindableDouble(0.5)
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{
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MinValue = 0.02,
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MaxValue = 12,
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Precision = 0.01,
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};
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[SettingSource("Direction", "The direction of rotation")]
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public Bindable<RotationDirection> Direction { get; } = new Bindable<RotationDirection>();
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public override string Name => "Barrel Roll";
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public override string Acronym => "BR";
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public override LocalisableString Description => "The whole playfield is on a wheel!";
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public override double ScoreMultiplier => 1;
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2022-03-29 21:11:44 +08:00
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public override string SettingDescription => $"{SpinSpeed.Value:N2} rpm {Direction.Value.GetDescription().ToLowerInvariant()}";
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2024-09-11 21:54:30 +08:00
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private PlayfieldAdjustmentContainer playfieldAdjustmentContainer = null!;
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2021-04-30 06:59:59 +08:00
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public void Update(Playfield playfield)
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{
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playfieldAdjustmentContainer.Rotation = CurrentRotation = (Direction.Value == RotationDirection.Counterclockwise ? -1 : 1) * 360 * (float)(playfield.Time.Current / 60000 * SpinSpeed.Value);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
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{
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// scale the playfield to allow all hitobjects to stay within the visible region.
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var playfieldSize = drawableRuleset.Playfield.DrawSize;
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2021-10-27 12:04:41 +08:00
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float minSide = MathF.Min(playfieldSize.X, playfieldSize.Y);
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float maxSide = MathF.Max(playfieldSize.X, playfieldSize.Y);
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playfieldAdjustmentContainer = drawableRuleset.PlayfieldAdjustmentContainer;
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playfieldAdjustmentContainer.Scale = new Vector2(minSide / maxSide);
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}
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}
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}
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