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Invert flashlight dim

This commit is contained in:
David Zhao 2019-04-12 11:23:40 +09:00
parent 664a4ba540
commit 846a4835ca
2 changed files with 9 additions and 9 deletions

View File

@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Osu.Mods
else
trackingSliders--;
flashlight.FlashlightLightness = trackingSliders > 0 ? 0.2f : 1.0f;
flashlight.FlashlightDim = trackingSliders > 0 ? 0.8f : 0.0f;
}
private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition

View File

@ -80,7 +80,7 @@ namespace osu.Game.Rulesets.Mods
flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix);
flashNode.FlashlightLightness = FlashlightLightness;
flashNode.FlashlightDim = FlashlightDim;
}
[BackgroundDependencyLoader]
@ -138,16 +138,16 @@ namespace osu.Game.Rulesets.Mods
}
}
private float flashlightLightness = 1.0f;
private float flashlightDim;
public float FlashlightLightness
public float FlashlightDim
{
get => flashlightLightness;
get => flashlightDim;
set
{
if (flashlightLightness == value) return;
if (flashlightDim == value) return;
flashlightLightness = value;
flashlightDim = value;
Invalidate(Invalidation.DrawNode);
}
}
@ -159,7 +159,7 @@ namespace osu.Game.Rulesets.Mods
public Quad ScreenSpaceDrawQuad;
public Vector2 FlashlightPosition;
public Vector2 FlashlightSize;
public float FlashlightLightness;
public float FlashlightDim;
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
@ -169,7 +169,7 @@ namespace osu.Game.Rulesets.Mods
Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
Shader.GetUniform<float>("flashlightLightness").UpdateValue(ref FlashlightLightness);
Shader.GetUniform<float>("flashlightDim").UpdateValue(ref FlashlightDim);
Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);