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Move objects at a constant speed whenever possible
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@ -27,8 +27,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
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private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -100);
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private readonly float minDepth = depthForScale(1.5f);
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private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -200);
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private readonly float sliderMinDepth = depthForScale(1.5f); // Depth at which slider's scale will be 1.5f
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[SettingSource("Maximum depth", "How far away objects appear.", 0)]
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public BindableFloat MaxDepth { get; } = new BindableFloat(100)
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@ -80,30 +80,60 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (drawable)
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{
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case DrawableHitCircle circle:
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processObject(time, circle, 0);
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processHitObject(time, circle);
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break;
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case DrawableSlider slider:
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processObject(time, slider, slider.HitObject.Duration);
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processSlider(time, slider);
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break;
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}
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}
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}
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private void processObject(double time, DrawableOsuHitObject drawable, double duration)
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private void processHitObject(double time, DrawableOsuHitObject drawable)
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{
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var hitObject = drawable.HitObject;
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// Circles are always moving at the constant speed. They'll fade out before reaching the camera even at extreme conditions (AR 11, max depth).
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double speed = MaxDepth.Value / hitObject.TimePreempt;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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float z = MaxDepth.Value - (float)((Math.Max(time, appearTime) - appearTime) * speed);
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float scale = scaleForDepth(z);
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drawable.Position = toPlayfieldPosition(scale, hitObject.Position);
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drawable.Scale = new Vector2(scale);
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}
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private void processSlider(double time, DrawableSlider drawableSlider)
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{
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var hitObject = drawableSlider.HitObject;
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double baseSpeed = MaxDepth.Value / hitObject.TimePreempt;
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double offsetAfterStartTime = duration + hitObject.MaximumJudgementOffset + 500;
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double slowSpeed = Math.Min(-minDepth / offsetAfterStartTime, baseSpeed);
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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// Allow slider to move at a constant speed if its scale at the end time will be lower than 1.5f
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float zEnd = MaxDepth.Value - (float)((Math.Max(hitObject.StartTime + hitObject.Duration, appearTime) - appearTime) * baseSpeed);
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if (zEnd > sliderMinDepth)
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{
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processHitObject(time, drawableSlider);
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return;
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}
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double offsetAfterStartTime = hitObject.Duration + 500;
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double slowSpeed = Math.Min(-sliderMinDepth / offsetAfterStartTime, baseSpeed);
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double decelerationTime = hitObject.TimePreempt * 0.2;
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float decelerationDistance = (float)(decelerationTime * (baseSpeed + slowSpeed) * 0.5);
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float z;
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if (time < hitObject.StartTime)
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if (time < hitObject.StartTime - decelerationTime)
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{
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float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime));
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z = fullDistance - (float)((Math.Max(time, appearTime) - appearTime) * baseSpeed);
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}
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else if (time < hitObject.StartTime)
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{
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double timeOffset = time - (hitObject.StartTime - decelerationTime);
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double deceleration = (slowSpeed - baseSpeed) / decelerationTime;
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@ -116,13 +146,13 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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float scale = scaleForDepth(z);
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drawable.Position = toPlayfieldPosition(scale, hitObject.Position);
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drawable.Scale = new Vector2(scale);
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drawableSlider.Position = toPlayfieldPosition(scale, hitObject.Position);
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drawableSlider.Scale = new Vector2(scale);
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}
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private static float scaleForDepth(float depth) => 100 / (depth - camera_position.Z);
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private static float scaleForDepth(float depth) => -camera_position.Z / Math.Max(1f, depth - camera_position.Z);
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private static float depthForScale(float scale) => 100 / scale + camera_position.Z;
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private static float depthForScale(float scale) => -camera_position.Z / scale + camera_position.Z;
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private static Vector2 toPlayfieldPosition(float scale, Vector2 positionAtZeroDepth)
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{
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