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Merge pull request #19951 from o-dasher/no-mod-gameplayclock
No "gameplayClock" usage with playfield update mods
This commit is contained in:
commit
804a752062
@ -31,8 +31,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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private OsuInputManager inputManager = null!;
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private IFrameStableClock gameplayClock = null!;
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private List<OsuReplayFrame> replayFrames = null!;
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private int currentFrame;
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@ -41,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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if (currentFrame == replayFrames.Count - 1) return;
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double time = gameplayClock.CurrentTime;
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double time = playfield.Clock.CurrentTime;
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// Very naive implementation of autopilot based on proximity to replay frames.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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@ -56,8 +54,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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gameplayClock = drawableRuleset.FrameStableClock;
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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@ -5,6 +5,7 @@ using System;
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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.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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@ -27,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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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) };
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private IFrameStableClock gameplayClock = null!;
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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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{
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@ -39,8 +38,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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gameplayClock = drawableRuleset.FrameStableClock;
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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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@ -56,27 +53,27 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (drawable)
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{
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case DrawableHitCircle circle:
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easeTo(circle, cursorPos);
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easeTo(playfield.Clock, circle, cursorPos);
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break;
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case DrawableSlider slider:
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if (!slider.HeadCircle.Result.HasResult)
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easeTo(slider, cursorPos);
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easeTo(playfield.Clock, slider, cursorPos);
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else
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easeTo(slider, cursorPos - slider.Ball.DrawPosition);
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easeTo(playfield.Clock, slider, cursorPos - slider.Ball.DrawPosition);
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break;
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}
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}
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}
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private void easeTo(DrawableHitObject hitObject, Vector2 destination)
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private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination)
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{
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double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
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hitObject.Position = new Vector2(x, y);
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}
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@ -2,9 +2,9 @@
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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.Diagnostics;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Framework.Timing;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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@ -27,8 +27,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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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) };
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private IFrameStableClock? gameplayClock;
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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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{
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@ -39,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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gameplayClock = drawableRuleset.FrameStableClock;
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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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@ -69,29 +65,27 @@ namespace osu.Game.Rulesets.Osu.Mods
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switch (drawable)
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{
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case DrawableHitCircle circle:
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easeTo(circle, destination, cursorPos);
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easeTo(playfield.Clock, circle, destination, cursorPos);
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break;
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case DrawableSlider slider:
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if (!slider.HeadCircle.Result.HasResult)
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easeTo(slider, destination, cursorPos);
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easeTo(playfield.Clock, slider, destination, cursorPos);
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else
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easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos);
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easeTo(playfield.Clock, slider, destination - slider.Ball.DrawPosition, cursorPos);
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break;
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}
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}
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}
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private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
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private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
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{
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Debug.Assert(gameplayClock != null);
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double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
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hitObject.Position = new Vector2(x, y);
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}
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