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

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// 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.
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using System;
using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
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using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
{
public partial class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObject
{
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.12 : 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModBlinds)).ToArray();
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private const double default_follow_delay = 120;
[SettingSource("Follow delay", "Milliseconds until the flashlight reaches the cursor")]
public BindableNumber<double> FollowDelay { get; } = new BindableDouble(default_follow_delay)
{
MinValue = default_follow_delay,
MaxValue = default_follow_delay * 10,
Precision = default_follow_delay,
};
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public override BindableFloat SizeMultiplier { get; } = new BindableFloat(1)
{
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MinValue = 0.5f,
MaxValue = 2f,
Precision = 0.1f
};
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public override BindableBool ComboBasedSize { get; } = new BindableBool(true);
public override float DefaultFlashlightSize => 200;
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private OsuFlashlight flashlight = null!;
protected override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight(this);
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (drawable is DrawableSlider s)
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s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
}
private partial class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
{
private readonly double followDelay;
public OsuFlashlight(OsuModFlashlight modFlashlight)
: base(modFlashlight)
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{
followDelay = modFlashlight.FollowDelay.Value;
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FlashlightSize = new Vector2(0, GetSize());
FlashlightSmoothness = 1.4f;
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}
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public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
{
// If a slider is in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration.
this.TransformTo(nameof(FlashlightDim), e.NewValue ? 0.8f : 0.0f, 50);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
{
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var position = FlashlightPosition;
var destination = e.MousePosition;
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FlashlightPosition = Interpolation.ValueAt(
Math.Min(Math.Abs(Clock.ElapsedFrameTime), followDelay), position, destination, 0, followDelay, Easing.Out);
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return base.OnMouseMove(e);
}
protected override void UpdateFlashlightSize(float size)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, size), FLASHLIGHT_FADE_DURATION);
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}
protected override string FragmentShader => "CircularFlashlight";
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}
}
}