mirror of
https://github.com/ppy/osu.git
synced 2024-12-14 10:12:54 +08:00
Merge branch 'master' into add-slider-tick-end-miss-sprites
This commit is contained in:
commit
3748541569
4
.github/ISSUE_TEMPLATE/bug-issue.yml
vendored
4
.github/ISSUE_TEMPLATE/bug-issue.yml
vendored
@ -11,6 +11,10 @@ body:
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- Current open `priority:0` issues, filterable [here](https://github.com/ppy/osu/issues?q=is%3Aissue+is%3Aopen+sort%3Aupdated-desc+label%3Apriority%3A0).
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- And most importantly, search for your issue both in the [issue listing](https://github.com/ppy/osu/issues) and the [Q&A discussion listing](https://github.com/ppy/osu/discussions/categories/q-a). If you find that it already exists, respond with a reaction or add any further information that may be helpful.
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# ATTENTION LINUX USERS
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If you are having an issue and it is hardware related, **please open a [q&a discussion](https://github.com/ppy/osu/discussions/categories/q-a)** instead of an issue. There's a high chance your issue is due to your system configuration, and not our software.
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- type: dropdown
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attributes:
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label: Type
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162
osu.Game.Rulesets.Osu/Mods/OsuModDepth.cs
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162
osu.Game.Rulesets.Osu/Mods/OsuModDepth.cs
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@ -0,0 +1,162 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Depth";
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public override string Acronym => "DP";
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public override IconUsage? Icon => FontAwesome.Solid.Cube;
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "3D. Almost.";
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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, -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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{
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Precision = 10,
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MinValue = 50,
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MaxValue = 200
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};
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[SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)]
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public BindableBool ShowApproachCircles { get; } = new BindableBool(true);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Hide judgment displays and follow points as they won't make any sense.
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// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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private void applyTransform(DrawableHitObject drawable, ArmedState state)
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{
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switch (drawable)
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{
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case DrawableHitCircle circle:
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if (!ShowApproachCircles.Value)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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using (circle.BeginAbsoluteSequence(appearTime))
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circle.ApproachCircle.Hide();
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}
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break;
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}
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}
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public void Update(Playfield playfield)
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{
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double time = playfield.Time.Current;
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
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{
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switch (drawable)
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{
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case DrawableHitCircle circle:
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processHitObject(time, circle);
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break;
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case DrawableSlider slider:
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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 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.StackedPosition);
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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 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 - 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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z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5);
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}
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else
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{
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double endTime = hitObject.StartTime + offsetAfterStartTime;
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z = -(float)((Math.Min(time, endTime) - hitObject.StartTime) * slowSpeed);
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}
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float scale = scaleForDepth(z);
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drawableSlider.Position = toPlayfieldPosition(scale, hitObject.StackedPosition);
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drawableSlider.Scale = new Vector2(scale);
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}
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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) => -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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return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy;
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}
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}
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}
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override LocalisableString Description => "Burn the notes into your memory.";
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//Alters the transforms of the approach circles, breaking the effects of these mods.
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModApproachDifferent), typeof(OsuModTransform) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModApproachDifferent), typeof(OsuModTransform), typeof(OsuModDepth) }).ToArray();
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public override ModType Type => ModType.Fun;
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override LocalisableString Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModDepth) };
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public const double FADE_IN_DURATION_MULTIPLIER = 0.4;
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public const double FADE_OUT_DURATION_MULTIPLIER = 0.3;
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@ -27,7 +27,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "No need to chase the circles – your cursor is a magnet!";
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public override double ScoreMultiplier => 0.5;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel), typeof(OsuModBubbles) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel), typeof(OsuModBubbles), typeof(OsuModDepth) };
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[SettingSource("Attraction strength", "How strong the pull is.", 0)]
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public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected virtual float EndScale => 1;
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween) };
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween), typeof(OsuModDepth) };
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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@ -26,7 +26,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "Hit objects run away!";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModBubbles) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised), typeof(OsuModBubbles), typeof(OsuModDepth) };
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[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
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public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
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@ -24,7 +24,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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// todo: this mod needs to be incompatible with "hidden" due to forcing the circle to remain opaque,
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// further implementation will be required for supporting that.
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModObjectScaleTween), typeof(OsuModHidden) };
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModObjectScaleTween), typeof(OsuModHidden), typeof(OsuModDepth) };
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private const int rotate_offset = 360;
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private const float rotate_starting_width = 2;
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@ -47,7 +47,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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typeof(OsuModRandom),
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typeof(OsuModSpunOut),
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typeof(OsuModStrictTracking),
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typeof(OsuModSuddenDeath)
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typeof(OsuModSuddenDeath),
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typeof(OsuModDepth)
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}).ToArray();
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[SettingSource("Seed", "Use a custom seed instead of a random one", SettingControlType = typeof(SettingsNumberBox))]
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override LocalisableString Description => "Put your faith in the approach circles...";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles) };
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public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles), typeof(OsuModDepth) };
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(OsuModDepth) }).ToArray();
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private float theta;
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "They just won't stay still...";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModDepth) };
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private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles
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@ -211,7 +211,8 @@ namespace osu.Game.Rulesets.Osu
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new ModAdaptiveSpeed(),
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new OsuModFreezeFrame(),
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new OsuModBubbles(),
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new OsuModSynesthesia()
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new OsuModSynesthesia(),
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new OsuModDepth()
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};
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case ModType.System:
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|
@ -62,7 +62,16 @@ namespace osu.Game.Rulesets.Osu.Skinning.Argon
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/// </remarks>
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public virtual void PlayAnimation()
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{
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if (Result.IsMiss())
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.8f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
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}
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else if (Result.IsMiss())
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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|
@ -38,7 +38,20 @@ namespace osu.Game.Rulesets.Judgements
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/// </remarks>
|
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public virtual void PlayAnimation()
|
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{
|
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if (Result != HitResult.None && !Result.IsHit())
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// TODO: make these better. currently they are using a text `-` and it's not centered properly.
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// Should be an explicit drawable.
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//
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// When this is done, remove the [Description] attributes from HitResults which were added for this purpose.
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if (Result == HitResult.IgnoreMiss || Result == HitResult.LargeTickMiss)
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{
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this.RotateTo(-45);
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this.ScaleTo(1.8f);
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this.ScaleTo(1.2f, 100, Easing.In);
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this.MoveTo(Vector2.Zero);
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this.MoveToOffset(new Vector2(0, 10), 800, Easing.InQuint);
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}
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else if (Result.IsMiss())
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{
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this.ScaleTo(1.6f);
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this.ScaleTo(1, 100, Easing.In);
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|
@ -86,7 +86,7 @@ namespace osu.Game.Rulesets.Scoring
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/// Indicates a large tick miss.
|
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/// </summary>
|
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[EnumMember(Value = "large_tick_miss")]
|
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[Description(@"x")]
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[Description("-")]
|
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[Order(10)]
|
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LargeTickMiss,
|
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|
||||
@ -118,7 +118,7 @@ namespace osu.Game.Rulesets.Scoring
|
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/// Indicates a miss that should be ignored for scoring purposes.
|
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/// </summary>
|
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[EnumMember(Value = "ignore_miss")]
|
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[Description("x")]
|
||||
[Description("-")]
|
||||
[Order(13)]
|
||||
IgnoreMiss,
|
||||
|
||||
|
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Block a user