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mirror of https://github.com/ppy/osu.git synced 2024-12-14 10:12:54 +08:00

handle spinners and follow points

This commit is contained in:
MaxOhn 2022-01-04 22:17:50 +01:00
parent 612f69782b
commit 27a8bfa496
2 changed files with 26 additions and 63 deletions

View File

@ -2,11 +2,9 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
@ -26,23 +24,19 @@ namespace osu.Game.Rulesets.Osu.Mods
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
public const float SPIN_RADIUS = 50; // same as OsuAutoGeneratorBase.SPIN_RADIUS
private DrawableSpinner activeSpinner;
private float spinnerAngle; // in radians
private const float spin_radius = 30;
private Vector2? prevCursorPos;
public void Update(Playfield playfield)
{
var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
double currentTime = playfield.Clock.CurrentTime;
// Judgment displays would all be cramped onto the cursor
// Hide judgment displays and follow points
playfield.DisplayJudgements.Value = false;
(playfield as OsuPlayfield)?.FollowPoints.Clear();
// FIXME: Hide follow points
//(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
// If object too old, remove from movingObjects list, otherwise move to new destination
// Move all currently alive object to new destination
foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
{
var h = drawable.HitObject;
@ -79,64 +73,32 @@ namespace osu.Game.Rulesets.Osu.Mods
// Move spinner to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
}
else
{
// TODO:
// - get current angle to cursor
// - move clockwise(?)
// - call spinner.RotationTracker.AddRotation
// Move spinner visually
Vector2 delta = spin_radius * (spinner.Position - prevCursorPos ?? cursorPos).Normalized();
const float angle = 3 * MathF.PI / 180; // radians per update, arbitrary value
// TODO: Remove
//spinnerAngle = 0;
//activeSpinner = spinner;
// Rotation matrix
var targetPos = new Vector2(
delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
);
spinner.MoveTo(targetPos);
// Logically finish spinner immediatly, no need for the user to click.
// Temporary workaround until spinner rotations are easier to handle, similar as Autopilot mod.
spinner.Result.RateAdjustedRotation = spinner.HitObject.SpinsRequired * 360;
}
break;
default:
continue;
}
}
// Move active spinner around the cursor
if (activeSpinner != null)
{
double spinnerEndTime = activeSpinner.HitObject.GetEndTime();
if (currentTime > spinnerEndTime)
{
activeSpinner = null;
spinnerAngle = 0;
}
else
{
const float additional_degrees = 4;
float added_degrees = additional_degrees * (float)Math.PI / 180;
spinnerAngle += added_degrees;
//int spinsRequired = activeSpinner.HitObject.SpinsRequired;
//float spunDegrees = activeSpinner.Result.RateAdjustedRotation;
//double timeLeft = spinnerEndTime - currentTime;
// Visual progress
activeSpinner.MoveTo(new Vector2((float)(SPIN_RADIUS * Math.Cos(spinnerAngle) + cursorPos.X), (float)(SPIN_RADIUS * Math.Sin(spinnerAngle) + cursorPos.Y)));
// Logical progress
activeSpinner.RotationTracker.AddRotation(added_degrees);
Console.WriteLine($"added_degrees={added_degrees}");
//activeSpinner.Disc.RotationAbsolute += additional_degrees;
}
}
prevCursorPos = cursorPos;
}
}
/*
* TODOs
* - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif)
* - find nicer way to handle slider headcircle explosion, flash, ...
* - add Aim Assist as incompatible mod for Autoplay (?)
*
*/
}

View File

@ -31,7 +31,8 @@ namespace osu.Game.Rulesets.Osu.UI
private readonly ProxyContainer approachCircles;
private readonly ProxyContainer spinnerProxies;
private readonly JudgementContainer<DrawableOsuJudgement> judgementLayer;
private readonly FollowPointRenderer followPoints;
public FollowPointRenderer FollowPoints { get; }
public static readonly Vector2 BASE_SIZE = new Vector2(512, 384);
@ -50,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.UI
{
playfieldBorder = new PlayfieldBorder { RelativeSizeAxes = Axes.Both },
spinnerProxies = new ProxyContainer { RelativeSizeAxes = Axes.Both },
followPoints = new FollowPointRenderer { RelativeSizeAxes = Axes.Both },
FollowPoints = new FollowPointRenderer { RelativeSizeAxes = Axes.Both },
judgementLayer = new JudgementContainer<DrawableOsuJudgement> { RelativeSizeAxes = Axes.Both },
HitObjectContainer,
judgementAboveHitObjectLayer = new Container { RelativeSizeAxes = Axes.Both },
@ -131,13 +132,13 @@ namespace osu.Game.Rulesets.Osu.UI
protected override void OnHitObjectAdded(HitObject hitObject)
{
base.OnHitObjectAdded(hitObject);
followPoints.AddFollowPoints((OsuHitObject)hitObject);
FollowPoints.AddFollowPoints((OsuHitObject)hitObject);
}
protected override void OnHitObjectRemoved(HitObject hitObject)
{
base.OnHitObjectRemoved(hitObject);
followPoints.RemoveFollowPoints((OsuHitObject)hitObject);
FollowPoints.RemoveFollowPoints((OsuHitObject)hitObject);
}
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)