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Further code tidying
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@ -7,6 +7,7 @@ using osu.Framework.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using OpenTK;
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@ -21,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override string Description => "They just won't stay still...";
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public override double ScoreMultiplier => 1;
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private const int wiggle_delay = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_strength = 10; // Higher = stronger wiggles
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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@ -32,51 +33,35 @@ namespace osu.Game.Rulesets.Osu.Mods
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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Vector2 origPos = drawable.Position;
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var osuObject = (OsuHitObject)drawable.HitObject;
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Vector2 origin = drawable.Position;
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Random distRand = new Random(hitObject.ComboOffset);
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Random angleRand = new Random(hitObject.IndexInCurrentCombo);
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Random distRand = new Random(osuObject.ComboOffset);
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Random angleRand = new Random(osuObject.IndexInCurrentCombo);
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// Wiggle all objects during TimePreempt
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int amountWiggles = (int)hitObject.TimePreempt / wiggle_delay;
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int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
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void wiggle()
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{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
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drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
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}
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt + i * wiggle_delay, true))
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{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
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Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
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drawable.MoveTo(wiggledPos, wiggle_delay);
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}
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}
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration, true))
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wiggle();
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// Keep wiggling sliders and spinners for their duration
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double objDuration;
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if (hitObject is Slider slider)
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{
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objDuration = slider.Duration;
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}
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else if (hitObject is Spinner spinner)
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{
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objDuration = spinner.Duration;
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}
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else
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if (!(osuObject is IHasEndTime endTime))
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return;
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amountWiggles = (int)(objDuration / wiggle_delay);
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amountWiggles = (int)(endTime.Duration / wiggle_duration);
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime + i * wiggle_delay, true))
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{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
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Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
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drawable.MoveTo(wiggledPos, wiggle_delay);
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}
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}
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration, true))
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wiggle();
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}
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}
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}
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