// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.UserInterface; using osu.Framework.Utils; using osu.Game.Audio; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; using osu.Game.Skinning; using osuTK; namespace osu.Game.Screens.Ranking.Expanded.Accuracy { /// /// The component that displays the player's accuracy on the results screen. /// public partial class AccuracyCircle : CompositeDrawable { /// /// Duration for the transforms causing this component to appear. /// public const double APPEAR_DURATION = 200; /// /// Delay before the accuracy circle starts filling. /// public const double ACCURACY_TRANSFORM_DELAY = 450; /// /// Duration for the accuracy circle fill. /// public const double ACCURACY_TRANSFORM_DURATION = 3000; /// /// Delay after for the rank text (A/B/C/D/S/SS) to appear. /// public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2; /// /// Delay before the rank circles start filling. /// public const double RANK_CIRCLE_TRANSFORM_DELAY = 150; /// /// Duration for the rank circle fills. /// public const double RANK_CIRCLE_TRANSFORM_DURATION = 800; /// /// Relative width of the rank circles. /// public const float RANK_CIRCLE_RADIUS = 0.06f; /// /// Relative width of the circle showing the accuracy. /// private const float accuracy_circle_radius = 0.2f; /// /// SS is displayed as a 1% region, otherwise it would be invisible. /// private const double virtual_ss_percentage = 0.01; /// /// The width of a in terms of accuracy. /// public const double NOTCH_WIDTH_PERCENTAGE = 1.0 / 360; /// /// The easing for the circle filling transforms. /// public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10; private readonly ScoreInfo score; private CircularProgress accuracyCircle; private CircularProgress innerMask; private Container badges; private RankText rankText; private PoolableSkinnableSample scoreTickSound; private PoolableSkinnableSample badgeTickSound; private PoolableSkinnableSample badgeMaxSound; private PoolableSkinnableSample swooshUpSound; private PoolableSkinnableSample rankImpactSound; private PoolableSkinnableSample rankApplauseSound; private readonly Bindable tickPlaybackRate = new Bindable(); private double lastTickPlaybackTime; private bool isTicking; private readonly double accuracyX; private readonly double accuracyS; private readonly double accuracyA; private readonly double accuracyB; private readonly double accuracyC; private readonly double accuracyD; private readonly bool withFlair; public AccuracyCircle(ScoreInfo score, bool withFlair = false) { this.score = score; this.withFlair = withFlair; ScoreProcessor scoreProcessor = score.Ruleset.CreateInstance().CreateScoreProcessor(); accuracyX = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.X); accuracyS = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.S); accuracyA = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.A); accuracyB = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.B); accuracyC = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.C); accuracyD = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.D); } [BackgroundDependencyLoader] private void load() { InternalChildren = new Drawable[] { new CircularProgress { Name = "Background circle", Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Colour = OsuColour.Gray(47), Alpha = 0.5f, InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle Current = { Value = 1 }, }, accuracyCircle = new CircularProgress { Name = "Accuracy circle", Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")), InnerRadius = accuracy_circle_radius, }, new BufferedContainer { Name = "Graded circles", Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Size = new Vector2(0.8f), Padding = new MarginPadding(2), Children = new Drawable[] { new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.X), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyX } }, new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.S), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyX - virtual_ss_percentage } }, new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.A), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyS } }, new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.B), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyA } }, new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.C), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyB } }, new CircularProgress { RelativeSizeAxes = Axes.Both, Colour = OsuColour.ForRank(ScoreRank.D), InnerRadius = RANK_CIRCLE_RADIUS, Current = { Value = accuracyC } }, new RankNotch((float)accuracyX), new RankNotch((float)(accuracyX - virtual_ss_percentage)), new RankNotch((float)accuracyS), new RankNotch((float)accuracyA), new RankNotch((float)accuracyB), new RankNotch((float)accuracyC), new BufferedContainer { Name = "Graded circle mask", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding(1), Blending = new BlendingParameters { Source = BlendingType.DstColor, Destination = BlendingType.OneMinusSrcColor, SourceAlpha = BlendingType.One, DestinationAlpha = BlendingType.SrcAlpha }, Child = innerMask = new CircularProgress { RelativeSizeAxes = Axes.Both, InnerRadius = RANK_CIRCLE_RADIUS - 0.02f, } } } }, badges = new Container { Name = "Rank badges", RelativeSizeAxes = Axes.Both, Padding = new MarginPadding { Vertical = -15, Horizontal = -20 }, Children = new[] { new RankBadge(accuracyD, Interpolation.Lerp(accuracyD, accuracyC, 0.5), getRank(ScoreRank.D)), new RankBadge(accuracyC, Interpolation.Lerp(accuracyC, accuracyB, 0.5), getRank(ScoreRank.C)), new RankBadge(accuracyB, Interpolation.Lerp(accuracyB, accuracyA, 0.5), getRank(ScoreRank.B)), // The S and A badges are moved down slightly to prevent collision with the SS badge. new RankBadge(accuracyA, Interpolation.Lerp(accuracyA, accuracyS, 0.25), getRank(ScoreRank.A)), new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)), new RankBadge(accuracyX, accuracyX, getRank(ScoreRank.X)), } }, rankText = new RankText(score.Rank) }; if (withFlair) { AddRangeInternal(new Drawable[] { rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)), rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", applauseSampleName)), scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")), badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")), badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")), swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")), }); } } protected override void LoadComplete() { base.LoadComplete(); this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint); if (withFlair) { const double swoosh_pre_delay = 443f; const double swoosh_volume = 0.4f; this.Delay(swoosh_pre_delay).Schedule(() => { swooshUpSound.VolumeTo(swoosh_volume); swooshUpSound.Play(); }); } using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY)) innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING); using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY)) { double targetAccuracy = score.Accuracy; double[] notchPercentages = { accuracyS, accuracyA, accuracyB, accuracyC, }; // Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es), // to prevent ambiguity on what grade it's pointing at. foreach (double p in notchPercentages) { if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2)) { int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2); break; } } // The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either. if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH) targetAccuracy = 1; else targetAccuracy = Math.Min(accuracyX - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy); // The accuracy circle gauge visually fills up a bit too much. // This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases. const double visual_alignment_offset = 0.001; if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset) targetAccuracy -= visual_alignment_offset; accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING); if (withFlair) { Schedule(() => { const double score_tick_debounce_rate_start = 18f; const double score_tick_debounce_rate_end = 300f; const double score_tick_volume_start = 0.6f; const double score_tick_volume_end = 1.0f; this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_start); this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine); scoreTickSound.FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, Easing.OutSine); scoreTickSound.VolumeTo(score_tick_volume_start).Then().VolumeTo(score_tick_volume_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine); isTicking = true; }); } int badgeNum = 0; foreach (var badge in badges) { if (badge.Accuracy > score.Accuracy) continue; using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION)) { badge.Appear(); if (withFlair) { Schedule(() => { var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound; dink.FrequencyTo(1 + badgeNum++ * 0.05); dink.Play(); }); } } } using (BeginDelayedSequence(TEXT_APPEAR_DELAY)) { rankText.Appear(); if (!withFlair) return; Schedule(() => { isTicking = false; rankImpactSound.Play(); }); const double applause_pre_delay = 545f; const double applause_volume = 0.8f; using (BeginDelayedSequence(applause_pre_delay)) { Schedule(() => { rankApplauseSound.VolumeTo(applause_volume); rankApplauseSound.Play(); }); } } } } protected override void Update() { base.Update(); if (isTicking && Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value) { scoreTickSound?.Play(); lastTickPlaybackTime = Clock.CurrentTime; } } private string applauseSampleName { get { switch (score.Rank) { default: case ScoreRank.D: return @"Results/applause-d"; case ScoreRank.C: return @"Results/applause-c"; case ScoreRank.B: return @"Results/applause-b"; case ScoreRank.A: return @"Results/applause-a"; case ScoreRank.S: case ScoreRank.SH: case ScoreRank.X: case ScoreRank.XH: return @"Results/applause-s"; } } } private string impactSampleName { get { switch (score.Rank) { default: case ScoreRank.D: return @"Results/rank-impact-fail-d"; case ScoreRank.C: case ScoreRank.B: return @"Results/rank-impact-fail"; case ScoreRank.A: case ScoreRank.S: case ScoreRank.SH: return @"Results/rank-impact-pass"; case ScoreRank.X: case ScoreRank.XH: return @"Results/rank-impact-pass-ss"; } } } private ScoreRank getRank(ScoreRank rank) { foreach (var mod in score.Mods.OfType()) rank = mod.AdjustRank(rank, score.Accuracy); return rank; } private double inverseEasing(Easing easing, double targetValue) { double test = 0; double result = 0; int count = 2; while (Math.Abs(result - targetValue) > 0.005) { int dir = Math.Sign(targetValue - result); test += dir * 1.0 / count; result = Interpolation.ApplyEasing(easing, test); count++; } return test; } } }