// 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.Bindables; using osu.Framework.Graphics.Sprites; using osu.Framework.Localisation; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.UI; using osu.Game.Rulesets.UI; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset { public override string Name => "Depth"; public override string Acronym => "DP"; public override IconUsage? Icon => FontAwesome.Solid.Cube; public override ModType Type => ModType.Fun; public override LocalisableString Description => "3D. Almost."; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray(); private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -200); private readonly float sliderMinDepth = depthForScale(1.5f); // Depth at which slider's scale will be 1.5f [SettingSource("Maximum depth", "How far away objects appear.", 0)] public BindableFloat MaxDepth { get; } = new BindableFloat(100) { Precision = 10, MinValue = 50, MaxValue = 200 }; [SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)] public BindableBool ShowApproachCircles { get; } = new BindableBool(true); protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state); protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state); public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Hide judgment displays and follow points as they won't make any sense. // Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart. drawableRuleset.Playfield.DisplayJudgements.Value = false; (drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide(); } private void applyTransform(DrawableHitObject drawable, ArmedState state) { switch (drawable) { case DrawableHitCircle circle: if (!ShowApproachCircles.Value) { var hitObject = (OsuHitObject)drawable.HitObject; double appearTime = hitObject.StartTime - hitObject.TimePreempt; using (circle.BeginAbsoluteSequence(appearTime)) circle.ApproachCircle.Hide(); } break; } } public void Update(Playfield playfield) { double time = playfield.Time.Current; foreach (var entry in playfield.HitObjectContainer.AliveEntries) { var drawable = entry.Value; switch (drawable) { case DrawableHitCircle circle: processHitObject(time, circle); break; case DrawableSlider slider: processSlider(time, slider); break; } } } private void processHitObject(double time, DrawableOsuHitObject drawable) { var hitObject = drawable.HitObject; // Circles are always moving at the constant speed. They'll fade out before reaching the camera even at extreme conditions (AR 11, max depth). double speed = MaxDepth.Value / hitObject.TimePreempt; double appearTime = hitObject.StartTime - hitObject.TimePreempt; float z = MaxDepth.Value - (float)((Math.Max(time, appearTime) - appearTime) * speed); float scale = scaleForDepth(z); drawable.Position = toPlayfieldPosition(scale, hitObject.StackedPosition); drawable.Scale = new Vector2(scale); } private void processSlider(double time, DrawableSlider drawableSlider) { var hitObject = drawableSlider.HitObject; double baseSpeed = MaxDepth.Value / hitObject.TimePreempt; double appearTime = hitObject.StartTime - hitObject.TimePreempt; // Allow slider to move at a constant speed if its scale at the end time will be lower than 1.5f float zEnd = MaxDepth.Value - (float)((Math.Max(hitObject.StartTime + hitObject.Duration, appearTime) - appearTime) * baseSpeed); if (zEnd > sliderMinDepth) { processHitObject(time, drawableSlider); return; } double offsetAfterStartTime = hitObject.Duration + 500; double slowSpeed = Math.Min(-sliderMinDepth / offsetAfterStartTime, baseSpeed); double decelerationTime = hitObject.TimePreempt * 0.2; float decelerationDistance = (float)(decelerationTime * (baseSpeed + slowSpeed) * 0.5); float z; if (time < hitObject.StartTime - decelerationTime) { float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime)); z = fullDistance - (float)((Math.Max(time, appearTime) - appearTime) * baseSpeed); } else if (time < hitObject.StartTime) { double timeOffset = time - (hitObject.StartTime - decelerationTime); double deceleration = (slowSpeed - baseSpeed) / decelerationTime; z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5); } else { double endTime = hitObject.StartTime + offsetAfterStartTime; z = -(float)((Math.Min(time, endTime) - hitObject.StartTime) * slowSpeed); } float scale = scaleForDepth(z); drawableSlider.Position = toPlayfieldPosition(scale, hitObject.StackedPosition); drawableSlider.Scale = new Vector2(scale); } private static float scaleForDepth(float depth) => -camera_position.Z / Math.Max(1f, depth - camera_position.Z); private static float depthForScale(float scale) => -camera_position.Z / scale + camera_position.Z; private static Vector2 toPlayfieldPosition(float scale, Vector2 positionAtZeroDepth) { return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy; } } }