diff --git a/osu.Game/Graphics/Backgrounds/Triangles.cs b/osu.Game/Graphics/Backgrounds/Triangles.cs index 986f5d3ac5..b5e77ec638 100644 --- a/osu.Game/Graphics/Backgrounds/Triangles.cs +++ b/osu.Game/Graphics/Backgrounds/Triangles.cs @@ -17,6 +17,7 @@ using System.Collections.Generic; using osu.Framework.Graphics.Rendering; using osu.Framework.Graphics.Rendering.Vertices; using osu.Framework.Lists; +using osu.Framework.Bindables; namespace osu.Game.Graphics.Backgrounds { @@ -69,7 +70,13 @@ namespace osu.Game.Graphics.Backgrounds /// protected virtual float SpawnRatio => 1; - private float triangleScale = 1; + private readonly BindableFloat triangleScale = new BindableFloat(1f); + + public float TriangleScale + { + get => triangleScale.Value; + set => triangleScale.Value = value; + } /// /// Whether we should drop-off alpha values of triangles more quickly to improve @@ -109,24 +116,7 @@ namespace osu.Game.Graphics.Backgrounds protected override void LoadComplete() { base.LoadComplete(); - addTriangles(true); - } - - public float TriangleScale - { - get => triangleScale; - set - { - float change = value / triangleScale; - triangleScale = value; - - for (int i = 0; i < parts.Count; i++) - { - TriangleParticle newParticle = parts[i]; - newParticle.Scale *= change; - parts[i] = newParticle; - } - } + triangleScale.BindValueChanged(_ => Reset(), true); } protected override void Update() @@ -147,7 +137,7 @@ namespace osu.Game.Graphics.Backgrounds // Since position is relative, the velocity needs to scale inversely with DrawHeight. // Since we will later multiply by the scale of individual triangles we normalize by // dividing by triangleScale. - float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * triangleScale); + float movedDistance = -elapsedSeconds * Velocity * base_velocity / (DrawHeight * TriangleScale); for (int i = 0; i < parts.Count; i++) { @@ -185,7 +175,7 @@ namespace osu.Game.Graphics.Backgrounds // Limited by the maximum size of QuadVertexBuffer for safety. const int max_triangles = ushort.MaxValue / (IRenderer.VERTICES_PER_QUAD + 2); - AimCount = (int)Math.Min(max_triangles, (DrawWidth * DrawHeight * 0.002f / (triangleScale * triangleScale) * SpawnRatio)); + AimCount = (int)Math.Min(max_triangles, DrawWidth * DrawHeight * 0.002f / (TriangleScale * TriangleScale) * SpawnRatio); for (int i = 0; i < AimCount - parts.Count; i++) parts.Add(createTriangle(randomY)); @@ -214,7 +204,7 @@ namespace osu.Game.Graphics.Backgrounds float u1 = 1 - nextRandom(); //uniform(0,1] random floats float u2 = 1 - nextRandom(); float randStdNormal = (float)(Math.Sqrt(-2.0 * Math.Log(u1)) * Math.Sin(2.0 * Math.PI * u2)); // random normal(0,1) - float scale = Math.Max(triangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2) + float scale = Math.Max(TriangleScale * (mean + std_dev * randStdNormal), 0.1f); // random normal(mean,stdDev^2) return new TriangleParticle { Scale = scale }; }