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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using OpenTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Wiggle";
public override string ShortenedName => "WG";
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public override FontAwesome Icon => FontAwesome.fa_certificate;
public override ModType Type => ModType.Fun;
public override string Description => "They just won't stay still...";
public override double ScoreMultiplier => 1;
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private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_strength = 10; // Higher = stronger wiggles
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
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foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
}
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
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var osuObject = (OsuHitObject)drawable.HitObject;
Vector2 origin = drawable.Position;
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Random distRand = new Random(osuObject.ComboOffset);
Random angleRand = new Random(osuObject.IndexInCurrentCombo);
// Wiggle all objects during TimePreempt
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int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
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void wiggle()
{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
}
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for (int i = 0; i < amountWiggles; i++)
using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration, true))
wiggle();
// Keep wiggling sliders and spinners for their duration
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if (!(osuObject is IHasEndTime endTime))
return;
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amountWiggles = (int)(endTime.Duration / wiggle_duration);
for (int i = 0; i < amountWiggles; i++)
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration, true))
wiggle();
}
}
}