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osu-lazer/osu.Game/Extensions/DrawableExtensions.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.
using osu.Framework.Graphics;
using osu.Framework.Platform;
using osuTK;
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namespace osu.Game.Extensions
{
public static class DrawableExtensions
{
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/// <summary>
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/// Shakes this drawable.
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/// </summary>
/// <param name="target">The target to shake.</param>
/// <param name="shakeDuration">The length of a single shake.</param>
/// <param name="shakeMagnitude">Pixels of displacement per shake.</param>
/// <param name="maximumLength">The maximum length the shake should last.</param>
public static void Shake(this Drawable target, double shakeDuration = 80, float shakeMagnitude = 8, double? maximumLength = null)
{
// if we don't have enough time, don't bother shaking.
if (maximumLength < shakeDuration * 2)
return;
var sequence = target.MoveToX(shakeMagnitude, shakeDuration / 2, Easing.OutSine).Then()
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
// if we don't have enough time for the second shake, skip it.
if (!maximumLength.HasValue || maximumLength >= shakeDuration * 4)
{
sequence = sequence
.MoveToX(shakeMagnitude, shakeDuration, Easing.InOutSine).Then()
.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
}
sequence.MoveToX(0, shakeDuration / 2, Easing.InSine);
}
/// <summary>
/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
/// </summary>
/// <param name="drawable">The drawable.</param>
/// <param name="delta">A delta in screen-space coordinates.</param>
/// <returns>The delta vector in Parent's coordinates.</returns>
public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
drawable.Parent!.ToLocalSpace(drawable.Parent!.ToScreenSpace(Vector2.Zero) + delta);
/// <summary>
/// Some elements don't handle rewind correctly and fixing them is non-trivial.
/// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide
/// clock so they don't need to worry about rewind.
///
/// This only works if input handling components handle OnPressed/OnReleased which results in a correct state while rewinding.
///
/// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
/// </summary>
public static void ApplyGameWideClock(this Drawable drawable, GameHost host)
{
drawable.Clock = host.UpdateThread.Clock;
drawable.ProcessCustomClock = false;
}
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}
}