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Merge pull request #19951 from o-dasher/no-mod-gameplayclock

No "gameplayClock" usage with playfield update mods
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Dean Herbert 2022-08-25 11:14:22 +09:00 committed by GitHub
commit 804a752062
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 15 additions and 28 deletions

View File

@ -31,8 +31,6 @@ namespace osu.Game.Rulesets.Osu.Mods
private OsuInputManager inputManager = null!;
private IFrameStableClock gameplayClock = null!;
private List<OsuReplayFrame> replayFrames = null!;
private int currentFrame;
@ -41,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Mods
{
if (currentFrame == replayFrames.Count - 1) return;
double time = gameplayClock.CurrentTime;
double time = playfield.Clock.CurrentTime;
// Very naive implementation of autopilot based on proximity to replay frames.
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
@ -56,8 +54,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
// Grab the input manager to disable the user's cursor, and for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
inputManager.AllowUserCursorMovement = false;

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@ -5,6 +5,7 @@ using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
@ -27,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public override double ScoreMultiplier => 0.5;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel) };
private IFrameStableClock gameplayClock = null!;
[SettingSource("Attraction strength", "How strong the pull is.", 0)]
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
{
@ -39,8 +38,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
@ -56,27 +53,27 @@ namespace osu.Game.Rulesets.Osu.Mods
switch (drawable)
{
case DrawableHitCircle circle:
easeTo(circle, cursorPos);
easeTo(playfield.Clock, circle, cursorPos);
break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, cursorPos);
easeTo(playfield.Clock, slider, cursorPos);
else
easeTo(slider, cursorPos - slider.Ball.DrawPosition);
easeTo(playfield.Clock, slider, cursorPos - slider.Ball.DrawPosition);
break;
}
}
}
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
hitObject.Position = new Vector2(x, y);
}

View File

@ -2,9 +2,9 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using osu.Framework.Bindables;
using osu.Framework.Localisation;
using osu.Framework.Timing;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
@ -27,8 +27,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) };
private IFrameStableClock? gameplayClock;
[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
{
@ -39,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Mods
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
@ -69,29 +65,27 @@ namespace osu.Game.Rulesets.Osu.Mods
switch (drawable)
{
case DrawableHitCircle circle:
easeTo(circle, destination, cursorPos);
easeTo(playfield.Clock, circle, destination, cursorPos);
break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeTo(slider, destination, cursorPos);
easeTo(playfield.Clock, slider, destination, cursorPos);
else
easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos);
easeTo(playfield.Clock, slider, destination - slider.Ball.DrawPosition, cursorPos);
break;
}
}
}
private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
{
Debug.Assert(gameplayClock != null);
double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
hitObject.Position = new Vector2(x, y);
}