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Merge pull request #4157 from LeNitrous/mod-wind
Add "Wind Up" and "Wind Down" mods
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commit
843a37721d
@ -10,6 +10,7 @@ using osu.Game.Rulesets.UI;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Beatmaps.Legacy;
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@ -99,6 +100,11 @@ namespace osu.Game.Rulesets.Catch
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new MultiMod(new CatchModAutoplay(), new ModCinema()),
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new CatchModRelax(),
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};
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case ModType.Fun:
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return new Mod[]
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{
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new MultiMod(new ModWindUp<CatchHitObject>(), new ModWindDown<CatchHitObject>())
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};
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default:
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return new Mod[] { };
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}
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@ -12,6 +12,7 @@ using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Beatmaps.Legacy;
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@ -145,6 +146,11 @@ namespace osu.Game.Rulesets.Mania
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{
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new MultiMod(new ManiaModAutoplay(), new ModCinema()),
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};
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case ModType.Fun:
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return new Mod[]
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{
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new MultiMod(new ModWindUp<ManiaHitObject>(), new ModWindDown<ManiaHitObject>())
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};
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default:
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return new Mod[] { };
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}
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@ -13,6 +13,7 @@ using osu.Game.Overlays.Settings;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Osu.Edit;
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using osu.Game.Rulesets.Edit;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Beatmaps.Legacy;
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@ -128,7 +129,8 @@ namespace osu.Game.Rulesets.Osu
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{
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new OsuModTransform(),
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new OsuModWiggle(),
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new OsuModGrow()
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new OsuModGrow(),
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new MultiMod(new ModWindUp<OsuHitObject>(), new ModWindDown<OsuHitObject>()),
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};
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default:
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return new Mod[] { };
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@ -11,6 +11,7 @@ using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Replays.Types;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Replays;
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using osu.Game.Beatmaps.Legacy;
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using osu.Game.Rulesets.Difficulty;
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@ -99,6 +100,11 @@ namespace osu.Game.Rulesets.Taiko
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new MultiMod(new TaikoModAutoplay(), new ModCinema()),
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new TaikoModRelax(),
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};
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case ModType.Fun:
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return new Mod[]
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{
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new MultiMod(new ModWindUp<TaikoHitObject>(), new ModWindDown<TaikoHitObject>())
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};
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default:
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return new Mod[] { };
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}
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Mods
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public override ModType Type => ModType.DifficultyIncrease;
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public override string Description => "Zoooooooooom...";
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public override bool Ranked => true;
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public override Type[] IncompatibleMods => new[] { typeof(ModHalfTime) };
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public override Type[] IncompatibleMods => new[] { typeof(ModHalfTime), typeof(ModTimeRamp) };
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public virtual void ApplyToClock(IAdjustableClock clock)
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{
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@ -15,7 +15,7 @@ namespace osu.Game.Rulesets.Mods
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public override ModType Type => ModType.DifficultyReduction;
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public override string Description => "Less zoom...";
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public override bool Ranked => true;
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public override Type[] IncompatibleMods => new[] { typeof(ModDoubleTime) };
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public override Type[] IncompatibleMods => new[] { typeof(ModDoubleTime), typeof(ModTimeRamp) };
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public virtual void ApplyToClock(IAdjustableClock clock)
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{
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64
osu.Game/Rulesets/Mods/ModTimeRamp.cs
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64
osu.Game/Rulesets/Mods/ModTimeRamp.cs
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@ -0,0 +1,64 @@
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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.Audio;
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using osu.Framework.Timing;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Types;
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using osuTK;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModTimeRamp : Mod
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{
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public override Type[] IncompatibleMods => new[] { typeof(ModDoubleTime), typeof(ModHalfTime) };
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protected abstract double FinalRateAdjustment { get; }
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}
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public abstract class ModTimeRamp<T> : ModTimeRamp, IUpdatableByPlayfield, IApplicableToClock, IApplicableToBeatmap<T>
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where T : HitObject
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{
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private double finalRateTime;
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private double beginRampTime;
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private IAdjustableClock clock;
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private IHasPitchAdjust pitchAdjust;
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/// <summary>
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/// The point in the beatmap at which the final ramping rate should be reached.
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/// </summary>
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private const double final_rate_progress = 0.75f;
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public virtual void ApplyToClock(IAdjustableClock clock)
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{
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this.clock = clock;
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pitchAdjust = (IHasPitchAdjust)clock;
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// for preview purposes
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pitchAdjust.PitchAdjust = 1.0 + FinalRateAdjustment;
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}
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public virtual void ApplyToBeatmap(Beatmap<T> beatmap)
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{
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HitObject lastObject = beatmap.HitObjects.LastOrDefault();
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beginRampTime = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0;
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finalRateTime = final_rate_progress * ((lastObject as IHasEndTime)?.EndTime ?? lastObject?.StartTime ?? 0);
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}
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public virtual void Update(Playfield playfield)
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{
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var absRate = Math.Abs(FinalRateAdjustment);
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var adjustment = MathHelper.Clamp(absRate * ((clock.CurrentTime - beginRampTime) / finalRateTime), 0, absRate);
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pitchAdjust.PitchAdjust = 1 + Math.Sign(FinalRateAdjustment) * adjustment;
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}
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}
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}
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19
osu.Game/Rulesets/Mods/ModWindDown.cs
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19
osu.Game/Rulesets/Mods/ModWindDown.cs
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@ -0,0 +1,19 @@
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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 osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mods
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{
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public class ModWindDown<T> : ModTimeRamp<T>
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where T : HitObject
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{
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public override string Name => "Wind Down";
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public override string Acronym => "WD";
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public override string Description => "Sloooow doooown...";
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public override FontAwesome Icon => FontAwesome.fa_chevron_circle_down;
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public override double ScoreMultiplier => 1.0;
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protected override double FinalRateAdjustment => -0.25;
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}
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}
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19
osu.Game/Rulesets/Mods/ModWindUp.cs
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19
osu.Game/Rulesets/Mods/ModWindUp.cs
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@ -0,0 +1,19 @@
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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 osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mods
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{
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public class ModWindUp<T> : ModTimeRamp<T>
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where T : HitObject
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{
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public override string Name => "Wind Up";
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public override string Acronym => "WU";
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public override string Description => "Can you keep up?";
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public override FontAwesome Icon => FontAwesome.fa_chevron_circle_up;
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public override double ScoreMultiplier => 1.0;
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protected override double FinalRateAdjustment => 0.5;
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}
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}
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