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mirror of https://github.com/ppy/osu.git synced 2025-01-12 13:23:22 +08:00

Replace particle explosion implementation with DrawNode version

This commit is contained in:
Dean Herbert 2020-11-19 17:22:37 +09:00
parent fe025043bd
commit 476d0256cc

View File

@ -2,9 +2,10 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Utils;
@ -12,64 +13,127 @@ using osuTK;
namespace osu.Game.Graphics
{
public class ParticleExplosion : CompositeDrawable
public class ParticleExplosion : Sprite
{
private readonly double duration;
private double startTime;
private readonly List<ParticlePart> parts = new List<ParticlePart>();
public ParticleExplosion(Texture texture, int particleCount, double duration)
{
for (int i = 0; i < particleCount; i++)
{
double rDuration = RNG.NextDouble(duration / 3, duration);
Texture = texture;
this.duration = duration;
Blending = BlendingParameters.Additive;
AddInternal(new Particle(rDuration)
{
Texture = texture
});
}
for (int i = 0; i < particleCount; i++)
parts.Add(new ParticlePart(duration));
}
protected override void LoadComplete()
{
base.LoadComplete();
Restart();
}
public void Restart()
{
foreach (var p in InternalChildren.OfType<Particle>())
p.Play();
startTime = TransformStartTime;
this.FadeOutFromOne(duration);
foreach (var p in parts)
p.Randomise();
}
private class Particle : Sprite
protected override void Update()
{
private readonly double duration;
base.Update();
public override bool RemoveWhenNotAlive => false;
Invalidate(Invalidation.DrawNode);
}
public Particle(double duration)
protected override DrawNode CreateDrawNode() => new ParticleExplosionDrawNode(this);
private class ParticleExplosionDrawNode : SpriteDrawNode
{
private List<ParticlePart> parts = new List<ParticlePart>();
private ParticleExplosion source => (ParticleExplosion)Source;
private double startTime;
private double currentTime;
private Vector2 sourceSize;
public ParticleExplosionDrawNode(Sprite source)
: base(source)
{
this.duration = duration;
Origin = Anchor.Centre;
Blending = BlendingParameters.Additive;
RelativePositionAxes = Axes.Both;
}
protected override void LoadComplete()
public override void ApplyState()
{
base.LoadComplete();
Play();
base.ApplyState();
parts = source.parts;
sourceSize = source.Size;
startTime = source.startTime;
currentTime = source.Time.Current;
}
public void Play()
protected override void Blit(Action<TexturedVertex2D> vertexAction)
{
double direction = RNG.NextSingle(0, MathF.PI * 2);
foreach (var p in parts)
{
var pos = p.PositionAtTime(currentTime - startTime);
this.MoveTo(new Vector2(0.5f));
this.MoveTo(new Vector2(0.5f) + positionForOffset(RNG.NextSingle(0.5f)), duration);
// todo: implement per particle.
var rect = new RectangleF(pos.X * sourceSize.X, pos.Y * sourceSize.Y, Texture.DisplayWidth, Texture.DisplayHeight);
this.FadeOutFromOne(duration);
Expire();
var quad = new Quad(
Vector2Extensions.Transform(rect.TopLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(rect.TopRight, DrawInfo.Matrix),
Vector2Extensions.Transform(rect.BottomLeft, DrawInfo.Matrix),
Vector2Extensions.Transform(rect.BottomRight, DrawInfo.Matrix)
);
DrawQuad(Texture, quad, DrawColourInfo.Colour, null, vertexAction,
new Vector2(InflationAmount.X / DrawRectangle.Width, InflationAmount.Y / DrawRectangle.Height),
null, TextureCoords);
}
}
}
private class ParticlePart
{
private readonly double totalDuration;
private double duration;
private double direction;
private float distance;
public ParticlePart(double totalDuration)
{
this.totalDuration = totalDuration;
Randomise();
}
public Vector2 PositionAtTime(double time)
{
return new Vector2(0.5f) + positionForOffset(distance * (float)(time / duration));
Vector2 positionForOffset(float offset) => new Vector2(
(float)(offset * Math.Sin(direction)),
(float)(offset * Math.Cos(direction))
);
}
public void Randomise()
{
distance = RNG.NextSingle(0.5f);
duration = RNG.NextDouble(totalDuration / 3, totalDuration);
direction = RNG.NextSingle(0, MathF.PI * 2);
}
}
}
}