// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Framework.Graphics; using osu.Framework.Utils; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { public class LegacySmoke : Smoke { // fade values private const double initial_fade_out_duration = 4000; private const double re_fade_in_speed = 3; private const double re_fade_in_duration = 50; private const double final_fade_out_speed = 2; private const double final_fade_out_duration = 8000; private const float initial_alpha = 0.6f; private const float re_fade_in_alpha = 1f; // scale values private const double scale_duration = 1200; private const float initial_scale = 0.65f; private const float final_scale = 1f; // rotation values private const double rotation_duration = 500; private const float max_rotation = 0.25f; protected int RotationSeed { get; set; } = RNG.Next(); protected override double LifetimeAfterSmokeEnd { get { double initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime); return final_fade_out_duration + initialFadeOutDurationTrunc / re_fade_in_speed + initialFadeOutDurationTrunc / final_fade_out_speed; } } private readonly ISkin skin; public LegacySmoke(ISkin skin) { this.skin = skin; } protected override void LoadComplete() { base.LoadComplete(); Texture = skin.GetTexture("cursor-smoke"); } protected override DrawNode CreateDrawNode() => new LegacySmokeDrawNode(this); protected class LegacySmokeDrawNode : SmokeDrawNode { protected new LegacySmoke Source => (LegacySmoke)base.Source; private double initialFadeOutDurationTrunc; private double initialFadeOutTime; private double reFadeInTime; private double finalFadeOutTime; private int rotationSeed; private Random rotationRNG = new Random(); public LegacySmokeDrawNode(ITexturedShaderDrawable source) : base(source) { } public override void ApplyState() { base.ApplyState(); initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime); rotationSeed = Source.RotationSeed; rotationRNG = new Random(rotationSeed); initialFadeOutTime = Math.Min(CurrentTime, SmokeEndTime); reFadeInTime = re_fade_in_speed * (CurrentTime - SmokeEndTime) + SmokeEndTime - initialFadeOutDurationTrunc; finalFadeOutTime = final_fade_out_speed * (CurrentTime - SmokeEndTime) + SmokeEndTime - initialFadeOutDurationTrunc * (1 + 1 / re_fade_in_speed); } protected override Color4 PointColour(SmokePoint point) { var color = Color4.White; double timeDoingInitialFadeOut = initialFadeOutTime - point.Time; if (timeDoingInitialFadeOut > 0) { float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1); color.A = (1 - fraction) * initial_alpha; } if (color.A > 0) { double timeDoingReFadeIn = reFadeInTime - point.Time; double timeDoingFinalFadeOut = finalFadeOutTime - point.Time; if (timeDoingFinalFadeOut > 0) { float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1); fraction = MathF.Pow(fraction, 5); color.A = (1 - fraction) * re_fade_in_alpha; } else if (timeDoingReFadeIn > 0) { float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1); fraction = 1 - MathF.Pow(1 - fraction, 5); color.A = fraction * (re_fade_in_alpha - color.A) + color.A; } } return color; } protected override float PointScale(SmokePoint point) { double timeDoingScale = CurrentTime - point.Time; float fraction = Math.Clamp((float)(timeDoingScale / scale_duration), 0, 1); fraction = 1 - MathF.Pow(1 - fraction, 5); return fraction * (final_scale - initial_scale) + initial_scale; } protected override Vector2 PointDirection(SmokePoint point) { float initialAngle = MathF.Atan2(point.Direction.Y, point.Direction.X); float finalAngle = initialAngle + nextRotation(); double timeDoingRotation = CurrentTime - point.Time; float fraction = Math.Clamp((float)(timeDoingRotation / rotation_duration), 0, 1); fraction = 1 - MathF.Pow(1 - fraction, 5); float angle = fraction * (finalAngle - initialAngle) + initialAngle; return new Vector2(MathF.Sin(angle), -MathF.Cos(angle)); } private float nextRotation() => max_rotation * ((float)rotationRNG.NextDouble() * 2 - 1); } } }