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osu-lazer/osu.Game/Screens/Play/KiaiGameplayFountains.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.
#nullable disable
using System;
using osu.Framework.Allocation;
using osu.Framework.Audio.Track;
using osu.Framework.Graphics;
using osu.Framework.Utils;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
using osu.Game.Screens.Menu;
namespace osu.Game.Screens.Play
{
public partial class KiaiGameplayFountains : BeatSyncedContainer
{
private StarFountain leftFountain = null!;
private StarFountain rightFountain = null!;
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
Children = new[]
{
leftFountain = new GameplayStarFountain
{
Anchor = Anchor.BottomLeft,
Origin = Anchor.BottomLeft,
X = 75,
},
rightFountain = new GameplayStarFountain
{
Anchor = Anchor.BottomRight,
Origin = Anchor.BottomRight,
X = -75,
},
};
}
private bool isTriggered;
private double? lastTrigger;
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
if (effectPoint.KiaiMode && !isTriggered)
{
bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
if (isNearEffectPoint)
Shoot();
}
isTriggered = effectPoint.KiaiMode;
}
public void Shoot()
{
if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
return;
leftFountain.Shoot(1);
rightFountain.Shoot(-1);
lastTrigger = Clock.CurrentTime;
}
public partial class GameplayStarFountain : StarFountain
{
protected override StarFountainSpewer CreateSpewer() => new GameplayStarFountainSpewer();
private partial class GameplayStarFountainSpewer : StarFountainSpewer
{
protected override double ShootDuration => 400;
public GameplayStarFountainSpewer()
: base(perSecond: 180)
{
}
protected override float GetCurrentAngle()
{
const float x_velocity_from_direction = 450;
const float x_velocity_to_direction = 600;
return LastShootDirection * RNG.NextSingle(x_velocity_from_direction, x_velocity_to_direction);
}
}
}
}
}