// 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 System.Linq; using osu.Framework.Audio; using osu.Framework.Audio.Track; using osu.Framework.Bindables; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.Objects; namespace osu.Game.Rulesets.Mods { public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToBeatmap, IApplicableToTrack { /// /// The point in the beatmap at which the final ramping rate should be reached. /// private const double final_rate_progress = 0.75f; [SettingSource("Initial rate", "The starting speed of the track")] public abstract BindableNumber InitialRate { get; } [SettingSource("Final rate", "The final speed to ramp to")] public abstract BindableNumber FinalRate { get; } public override string SettingDescription => $"{InitialRate.Value:N2}x to {FinalRate.Value:N2}x"; private double finalRateTime; private double beginRampTime; public BindableNumber SpeedChange { get; } = new BindableDouble { Default = 1, Value = 1, Precision = 0.01, }; private Track track; protected ModTimeRamp() { // for preview purpose at song select. eventually we'll want to be able to update every frame. FinalRate.BindValueChanged(val => applyAdjustment(1), true); } public void ApplyToTrack(Track track) { this.track = track; track.AddAdjustment(AdjustableProperty.Frequency, SpeedChange); FinalRate.TriggerChange(); } public virtual void ApplyToBeatmap(IBeatmap beatmap) { HitObject lastObject = beatmap.HitObjects.LastOrDefault(); SpeedChange.SetDefault(); beginRampTime = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0; finalRateTime = final_rate_progress * (lastObject?.GetEndTime() ?? 0); } public virtual void Update(Playfield playfield) { applyAdjustment((track.CurrentTime - beginRampTime) / finalRateTime); } /// /// Adjust the rate along the specified ramp /// /// The amount of adjustment to apply (from 0..1). private void applyAdjustment(double amount) => SpeedChange.Value = InitialRate.Value + (FinalRate.Value - InitialRate.Value) * Math.Clamp(amount, 0, 1); } }