mirror of
https://github.com/ppy/osu.git
synced 2025-02-28 16:23:06 +08:00
Major code refactors
This commit is contained in:
parent
7d9cdf6f81
commit
4f34d42b33
@ -2,38 +2,250 @@
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModBlinds : Mod, IApplicableToRulesetContainer<OsuHitObject>, IApplicableToScoreProcessor
|
||||
{
|
||||
public override string Name => "Blinds";
|
||||
public override string Description => "Play with blinds on your screen.";
|
||||
public override string Acronym => "BL";
|
||||
|
||||
public override FontAwesome Icon => FontAwesome.fa_adjust;
|
||||
public override ModType Type => ModType.DifficultyIncrease;
|
||||
public override string Description => "Play with blinds on your screen.";
|
||||
|
||||
public override bool Ranked => false;
|
||||
|
||||
public override double ScoreMultiplier => 1.12;
|
||||
private DrawableOsuBlinds flashlight;
|
||||
private DrawableOsuBlinds blinds;
|
||||
|
||||
public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
|
||||
{
|
||||
bool hasEasy = rulesetContainer.ActiveMods.Any(m => m is ModEasy);
|
||||
bool hasHardrock = rulesetContainer.ActiveMods.Any(m => m is ModHardRock);
|
||||
|
||||
rulesetContainer.Overlays.Add(flashlight = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, hasEasy, hasHardrock, rulesetContainer.Beatmap));
|
||||
rulesetContainer.Overlays.Add(blinds = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, hasEasy, hasHardrock, rulesetContainer.Beatmap));
|
||||
}
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
{
|
||||
scoreProcessor.Health.ValueChanged += val => { flashlight.AnimateTarget((float)val); };
|
||||
scoreProcessor.Health.ValueChanged += val => { blinds.AnimateClosedness((float)val); };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
|
||||
/// </summary>
|
||||
public class DrawableOsuBlinds : Container
|
||||
{
|
||||
/// <summary>
|
||||
/// Black background boxes behind blind panel textures.
|
||||
/// </summary>
|
||||
private Box blackBoxLeft, blackBoxRight;
|
||||
|
||||
private Drawable panelLeft, panelRight, bgPanelLeft, bgPanelRight;
|
||||
|
||||
private readonly Beatmap<OsuHitObject> beatmap;
|
||||
|
||||
/// <summary>
|
||||
/// Value between 0 and 1 setting a maximum "closedness" for the blinds.
|
||||
/// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this.
|
||||
/// </summary>
|
||||
private const float target_clamp = 1;
|
||||
|
||||
private readonly float targetBreakMultiplier = 0;
|
||||
private readonly float easing = 1;
|
||||
|
||||
private const float black_depth = 10;
|
||||
private const float bg_panel_depth = 8;
|
||||
private const float fg_panel_depth = 4;
|
||||
|
||||
private readonly CompositeDrawable restrictTo;
|
||||
private readonly bool modEasy, modHardrock;
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// -1 would mean the blinds always cover the whole screen no matter health.
|
||||
/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
|
||||
/// 1 would mean the blinds are fully outside the playfield on 50% health.
|
||||
/// Infinity would mean the blinds are always outside the playfield except on 100% health.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private const float leniency = 0.1f;
|
||||
|
||||
public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap<OsuHitObject> beatmap)
|
||||
{
|
||||
this.restrictTo = restrictTo;
|
||||
this.beatmap = beatmap;
|
||||
|
||||
modEasy = hasEasy;
|
||||
modHardrock = hasHardrock;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
|
||||
Children = new[]
|
||||
{
|
||||
blackBoxLeft = new Box
|
||||
{
|
||||
Anchor = Anchor.TopLeft,
|
||||
Origin = Anchor.TopLeft,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = 0,
|
||||
Height = 1,
|
||||
Depth = black_depth
|
||||
},
|
||||
blackBoxRight = new Box
|
||||
{
|
||||
Anchor = Anchor.TopRight,
|
||||
Origin = Anchor.TopRight,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = 0,
|
||||
Height = 1,
|
||||
Depth = black_depth
|
||||
},
|
||||
bgPanelLeft = new ModBlindsPanel
|
||||
{
|
||||
Origin = Anchor.TopRight,
|
||||
Colour = Color4.Gray,
|
||||
Depth = bg_panel_depth + 1
|
||||
},
|
||||
panelLeft = new ModBlindsPanel
|
||||
{
|
||||
Origin = Anchor.TopRight,
|
||||
Depth = bg_panel_depth
|
||||
},
|
||||
bgPanelRight = new ModBlindsPanel
|
||||
{
|
||||
Origin = Anchor.TopLeft,
|
||||
Colour = Color4.Gray,
|
||||
Depth = fg_panel_depth + 1
|
||||
},
|
||||
panelRight = new ModBlindsPanel
|
||||
{
|
||||
Origin = Anchor.TopLeft,
|
||||
Depth = fg_panel_depth
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
private float applyGap(float value)
|
||||
{
|
||||
const float easy_multiplier = 0.95f;
|
||||
const float hardrock_multiplier = 1.1f;
|
||||
|
||||
float multiplier = 1;
|
||||
if (modEasy)
|
||||
{
|
||||
multiplier = easy_multiplier;
|
||||
// TODO: include OD/CS
|
||||
}
|
||||
else if (modHardrock)
|
||||
{
|
||||
multiplier = hardrock_multiplier;
|
||||
// TODO: include OD/CS
|
||||
}
|
||||
|
||||
return MathHelper.Clamp(value * multiplier, 0, target_clamp) * targetBreakMultiplier;
|
||||
}
|
||||
|
||||
private static float applyAdjustmentCurve(float value)
|
||||
{
|
||||
// lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve
|
||||
return 0.6f * value * value + 0.4f * value;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
|
||||
float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
|
||||
|
||||
float rawWidth = end - start;
|
||||
|
||||
start -= rawWidth * leniency * 0.5f;
|
||||
end += rawWidth * leniency * 0.5f;
|
||||
|
||||
float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing));
|
||||
|
||||
// different values in case the playfield ever moves from center to somewhere else.
|
||||
blackBoxLeft.Width = start + width;
|
||||
blackBoxRight.Width = DrawWidth - end + width;
|
||||
|
||||
panelLeft.X = start + width;
|
||||
panelRight.X = end - width;
|
||||
bgPanelLeft.X = start;
|
||||
bgPanelRight.X = end;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
const float break_open_early = 500;
|
||||
const float break_close_late = 250;
|
||||
|
||||
base.LoadComplete();
|
||||
|
||||
var firstObj = beatmap.HitObjects[0];
|
||||
var startDelay = firstObj.StartTime - firstObj.TimePreempt;
|
||||
|
||||
using (BeginAbsoluteSequence(startDelay + break_close_late, true))
|
||||
leaveBreak();
|
||||
|
||||
foreach (var breakInfo in beatmap.Breaks)
|
||||
{
|
||||
if (breakInfo.HasEffect)
|
||||
{
|
||||
using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true))
|
||||
{
|
||||
enterBreak();
|
||||
using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true))
|
||||
leaveBreak();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void enterBreak() => this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine);
|
||||
|
||||
private void leaveBreak() => this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce);
|
||||
|
||||
/// <summary>
|
||||
/// 0 is open, 1 is closed.
|
||||
/// </summary>
|
||||
public void AnimateClosedness(float value) => this.TransformTo(nameof(easing), value, 200, Easing.OutQuint);
|
||||
|
||||
public class ModBlindsPanel : CompositeDrawable
|
||||
{
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(TextureStore textures)
|
||||
{
|
||||
InternalChild = new SkinnableDrawable("Play/osu/blinds-panel", s => new Sprite { Texture = textures.Get("Play/osu/blinds-panel") })
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,243 +0,0 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Graphics.Textures;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Skinning;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
{
|
||||
/// <summary>
|
||||
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
|
||||
/// </summary>
|
||||
public class DrawableOsuBlinds : Container
|
||||
{
|
||||
/// <summary>
|
||||
/// Black background boxes behind blind panel textures.
|
||||
/// </summary>
|
||||
private Box blackBoxLeft, blackBoxRight;
|
||||
private Sprite panelLeft, panelRight;
|
||||
private Sprite bgPanelLeft, bgPanelRight;
|
||||
|
||||
private readonly Beatmap<OsuHitObject> beatmap;
|
||||
|
||||
private ISkinSource skin;
|
||||
|
||||
private float targetClamp = 1;
|
||||
private readonly float targetBreakMultiplier = 0;
|
||||
private float target = 1;
|
||||
private readonly float easing = 1;
|
||||
|
||||
private const float black_depth = 10;
|
||||
private const float bg_panel_depth = 8;
|
||||
private const float fg_panel_depth = 4;
|
||||
|
||||
private readonly CompositeDrawable restrictTo;
|
||||
private readonly bool modEasy, modHardrock;
|
||||
|
||||
/// <summary>
|
||||
/// <para>
|
||||
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// -1 would mean the blinds always cover the whole screen no matter health.
|
||||
/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
|
||||
/// 1 would mean the blinds are fully outside the playfield on 50% health.
|
||||
/// Infinity would mean the blinds are always outside the playfield except on 100% health.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private const float leniency = 0.1f;
|
||||
|
||||
public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap<OsuHitObject> beatmap)
|
||||
{
|
||||
this.restrictTo = restrictTo;
|
||||
this.beatmap = beatmap;
|
||||
|
||||
modEasy = hasEasy;
|
||||
modHardrock = hasHardrock;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(ISkinSource skin, TextureStore textures)
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
Width = 1;
|
||||
Height = 1;
|
||||
|
||||
Add(blackBoxLeft = new Box
|
||||
{
|
||||
Anchor = Anchor.TopLeft,
|
||||
Origin = Anchor.TopLeft,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = 0,
|
||||
Height = 1,
|
||||
Depth = black_depth
|
||||
});
|
||||
Add(blackBoxRight = new Box
|
||||
{
|
||||
Anchor = Anchor.TopRight,
|
||||
Origin = Anchor.TopRight,
|
||||
Colour = Color4.Black,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
Width = 0,
|
||||
Height = 1,
|
||||
Depth = black_depth
|
||||
});
|
||||
|
||||
Add(bgPanelLeft = new ModBlindsPanelSprite {
|
||||
Origin = Anchor.TopRight,
|
||||
Colour = Color4.Gray,
|
||||
Depth = bg_panel_depth + 1
|
||||
});
|
||||
Add(panelLeft = new ModBlindsPanelSprite {
|
||||
Origin = Anchor.TopRight,
|
||||
Depth = bg_panel_depth
|
||||
});
|
||||
|
||||
Add(bgPanelRight = new ModBlindsPanelSprite {
|
||||
Origin = Anchor.TopLeft,
|
||||
Colour = Color4.Gray,
|
||||
Depth = fg_panel_depth + 1
|
||||
});
|
||||
Add(panelRight = new ModBlindsPanelSprite {
|
||||
Origin = Anchor.TopLeft,
|
||||
Depth = fg_panel_depth
|
||||
});
|
||||
|
||||
this.skin = skin;
|
||||
skin.SourceChanged += skinChanged;
|
||||
PanelTexture = textures.Get("Play/osu/blinds-panel");
|
||||
}
|
||||
|
||||
private void skinChanged()
|
||||
{
|
||||
PanelTexture = skin.GetTexture("Play/osu/blinds-panel");
|
||||
}
|
||||
|
||||
private float applyGap(float value)
|
||||
{
|
||||
const float easy_multiplier = 0.95f;
|
||||
const float hardrock_multiplier = 1.1f;
|
||||
|
||||
float multiplier = 1;
|
||||
if (modEasy)
|
||||
{
|
||||
multiplier = easy_multiplier;
|
||||
// TODO: include OD/CS
|
||||
}
|
||||
else if (modHardrock)
|
||||
{
|
||||
multiplier = hardrock_multiplier;
|
||||
// TODO: include OD/CS
|
||||
}
|
||||
|
||||
return MathHelper.Clamp(value * multiplier, 0, targetClamp) * targetBreakMultiplier;
|
||||
}
|
||||
|
||||
private static float applyAdjustmentCurve(float value)
|
||||
{
|
||||
// lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve
|
||||
return 0.6f * value * value + 0.4f * value;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
|
||||
float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
|
||||
float rawWidth = end - start;
|
||||
start -= rawWidth * leniency * 0.5f;
|
||||
end += rawWidth * leniency * 0.5f;
|
||||
|
||||
float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing));
|
||||
// different values in case the playfield ever moves from center to somewhere else.
|
||||
blackBoxLeft.Width = start + width;
|
||||
blackBoxRight.Width = DrawWidth - end + width;
|
||||
|
||||
panelLeft.X = start + width;
|
||||
panelRight.X = end - width;
|
||||
bgPanelLeft.X = start;
|
||||
bgPanelRight.X = end;
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
const float break_open_early = 500;
|
||||
const float break_close_late = 250;
|
||||
|
||||
base.LoadComplete();
|
||||
|
||||
var firstObj = beatmap.HitObjects[0];
|
||||
var startDelay = firstObj.StartTime - firstObj.TimePreempt;
|
||||
|
||||
using (BeginAbsoluteSequence(startDelay + break_close_late, true))
|
||||
LeaveBreak();
|
||||
|
||||
foreach (var breakInfo in beatmap.Breaks)
|
||||
{
|
||||
if (breakInfo.HasEffect)
|
||||
{
|
||||
using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true))
|
||||
{
|
||||
EnterBreak();
|
||||
using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true))
|
||||
LeaveBreak();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void EnterBreak()
|
||||
{
|
||||
this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine);
|
||||
}
|
||||
|
||||
public void LeaveBreak()
|
||||
{
|
||||
this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Value between 0 and 1 setting a maximum "closedness" for the blinds.
|
||||
/// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this.
|
||||
/// </summary>
|
||||
public float TargetClamp
|
||||
{
|
||||
get => targetClamp;
|
||||
set => targetClamp = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing.
|
||||
/// </summary>
|
||||
public void AnimateTarget(float value)
|
||||
{
|
||||
target = value;
|
||||
this.TransformTo(nameof(easing), target, 200, Easing.OutQuint);
|
||||
}
|
||||
|
||||
public float Target
|
||||
{
|
||||
get => target;
|
||||
}
|
||||
|
||||
public Texture PanelTexture
|
||||
{
|
||||
set
|
||||
{
|
||||
panelLeft.Texture = value;
|
||||
panelRight.Texture = value;
|
||||
bgPanelLeft.Texture = value;
|
||||
bgPanelRight.Texture = value;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,26 +0,0 @@
|
||||
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
|
||||
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
|
||||
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
|
||||
{
|
||||
public class ModBlindsPanelSprite : Sprite
|
||||
{
|
||||
public ModBlindsPanelSprite()
|
||||
{
|
||||
RelativeSizeAxes = Axes.None;
|
||||
Anchor = Anchor.TopLeft;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
Height = Parent?.DrawHeight ?? 0;
|
||||
if (Height == 0 || Texture == null)
|
||||
Width = 0;
|
||||
else
|
||||
Width = Texture.Width / (float)Texture.Height * Height;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user