1
0
mirror of https://github.com/ppy/osu.git synced 2024-12-27 21:02:55 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModWiggle.cs

73 lines
3.0 KiB
C#
Raw Normal View History

// 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.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
2018-09-14 17:18:40 +08:00
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
2018-11-20 15:51:59 +08:00
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Wiggle";
public override string Acronym => "WG";
2018-09-14 16:57:27 +08:00
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;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform) };
2018-09-14 17:18:40 +08:00
private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
2018-09-14 16:38:47 +08:00
private const int wiggle_strength = 10; // Higher = stronger wiggles
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
2018-09-14 16:38:47 +08:00
foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
}
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
2018-09-14 17:18:40 +08:00
var osuObject = (OsuHitObject)drawable.HitObject;
Vector2 origin = drawable.Position;
2018-09-14 16:38:47 +08:00
// Wiggle the repeat points with the slider instead of independently.
// Also fixes an issue with repeat points being positioned incorrectly.
if (osuObject is RepeatPoint)
return;
2018-09-14 17:20:19 +08:00
Random objRand = new Random((int)osuObject.StartTime);
// Wiggle all objects during TimePreempt
2018-09-14 17:18:40 +08:00
int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
2018-09-14 17:18:40 +08:00
void wiggle()
{
2018-09-14 17:20:19 +08:00
float nextAngle = (float)(objRand.NextDouble() * 2 * Math.PI);
float nextDist = (float)(objRand.NextDouble() * wiggle_strength);
2018-09-14 17:18:40 +08:00
drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
}
2018-09-14 17:18:40 +08:00
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
2018-09-14 17:18:40 +08:00
if (!(osuObject is IHasEndTime endTime))
return;
2018-09-14 17:18:40 +08:00
amountWiggles = (int)(endTime.Duration / wiggle_duration);
for (int i = 0; i < amountWiggles; i++)
2018-09-14 17:18:40 +08:00
using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration, true))
wiggle();
}
}
}