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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModBubbles.cs

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2022-12-26 04:32:47 +08:00
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
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using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public partial class OsuModBubbles : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToDrawableHitObject, IApplicableToScoreProcessor
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{
public override string Name => "Bubbles";
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public override string Acronym => "BU";
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public override LocalisableString Description => "Don't let their popping distract you!";
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public override double ScoreMultiplier => 1;
public override ModType Type => ModType.Fun;
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// Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect
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public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
private PlayfieldAdjustmentContainer bubbleContainer = null!;
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private DrawablePool<BubbleDrawable> bubblePool = null!;
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private readonly Bindable<int> currentCombo = new BindableInt();
private float maxSize;
private float bubbleSize;
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private double bubbleFade;
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
currentCombo.BindTo(scoreProcessor.Combo);
currentCombo.BindValueChanged(combo =>
maxSize = Math.Min(1.75f, (float)(1.25 + 0.005 * combo.NewValue)), true);
}
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
OsuHitObject firstObject = drawableRuleset.Beatmap.HitObjects.Where(o => o is Spinner || o is Slider || o is HitCircle).First();
// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
bubbleSize = (float)firstObject.Radius * 1.90f;
bubbleFade = firstObject.TimePreempt * 2;
// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
drawableRuleset.Playfield.DisplayJudgements.Value = false;
bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
drawableRuleset.Overlays.Add(bubbleContainer);
drawableRuleset.Overlays.Add(bubblePool = new DrawablePool<BubbleDrawable>(100));
}
public void ApplyToDrawableHitObject(DrawableHitObject drawableObject)
{
drawableObject.OnNewResult += (drawable, _) =>
{
if (drawable is not DrawableOsuHitObject drawableOsuHitObject) return;
switch (drawableOsuHitObject.HitObject)
{
case Slider:
case SpinnerTick:
break;
default:
addBubble();
break;
}
void addBubble()
{
BubbleDrawable bubble = bubblePool.Get();
bubble.DrawableOsuHitObject = drawableOsuHitObject;
bubble.InitialSize = new Vector2(bubbleSize);
bubble.FadeTime = bubbleFade;
bubble.MaxSize = maxSize;
bubbleContainer.Add(bubble);
}
};
drawableObject.OnRevertResult += (drawable, _) =>
{
if (drawable.HitObject is SpinnerTick or Slider) return;
BubbleDrawable? lastBubble = bubbleContainer.OfType<BubbleDrawable>().LastOrDefault();
lastBubble?.ClearTransforms();
lastBubble?.Expire(true);
};
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}
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#region Pooled Bubble drawable
private partial class BubbleDrawable : PoolableDrawable
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{
public DrawableOsuHitObject? DrawableOsuHitObject { get; set; }
public Vector2 InitialSize { get; set; }
public float MaxSize { get; set; }
public double FadeTime { get; set; }
private readonly Box colourBox;
private readonly CircularContainer content;
public BubbleDrawable()
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{
Origin = Anchor.Centre;
InternalChild = content = new CircularContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
MaskingSmoothness = 2,
BorderThickness = 0,
BorderColour = Colour4.White,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Shadow,
Radius = 3,
Colour = Colour4.Black.Opacity(0.05f),
},
Child = colourBox = new Box { RelativeSizeAxes = Axes.Both, }
};
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}
protected override void PrepareForUse()
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{
Debug.Assert(DrawableOsuHitObject.IsNotNull());
Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black;
Scale = new Vector2(1);
Position = getPosition(DrawableOsuHitObject);
Size = InitialSize;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
double duration = 1700 + Math.Pow(FadeTime, 1.07f);
// Main bubble scaling based on combo
this.FadeTo(1)
.ScaleTo(MaxSize, duration * 0.8f)
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.Then()
// Pop at the end of the bubbles life time
.ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint)
.FadeOut(duration * 0.2f, Easing.OutCirc).Expire();
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if (!DrawableOsuHitObject.IsHit) return;
content.BorderThickness = InitialSize.X / 3.5f;
content.BorderColour = Colour4.White;
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colourBox.FadeColour(colourDarker);
content.TransformTo(nameof(BorderColour), colourDarker, duration * 0.3f, Easing.OutQuint);
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// Ripple effect utilises the border to reduce drawable count
content.TransformTo(nameof(BorderThickness), 2f, duration * 0.3f, Easing.OutQuint)
.Then()
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// Avoids transparency overlap issues during the bubble "pop"
.TransformTo(nameof(BorderThickness), 0f);
}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
{
switch (drawableObject)
{
// SliderHeads are derived from HitCircles,
// so we must handle them before to avoid them using the wrong positioning logic
case DrawableSliderHead:
return drawableObject.HitObject.Position;
// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
case DrawableHitCircle:
return drawableObject.Position;
default:
return drawableObject.HitObject.Position;
}
}
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}
#endregion
}
}