// 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.Diagnostics; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Pooling; using osu.Framework.Graphics.Shapes; using osu.Framework.Localisation; 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.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { public partial class OsuModBubbles : Mod, IApplicableToDrawableRuleset, IApplicableToDrawableHitObject, IApplicableToScoreProcessor { public override string Name => "Bubbles"; public override string Acronym => "BU"; public override LocalisableString Description => "Don't let their popping distract you!"; public override double ScoreMultiplier => 1; public override ModType Type => ModType.Fun; // Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) }; private PlayfieldAdjustmentContainer bubbleContainer = null!; private DrawablePool bubblePool = null!; private readonly Bindable currentCombo = new BindableInt(); private float maxSize; private float bubbleSize; private double bubbleFade; public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { currentCombo.BindTo(scoreProcessor.Combo); currentCombo.BindValueChanged(combo => maxSize = Math.Min(1.75f, (float)(1.25 + 0.005 * combo.NewValue)), true); } public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { OsuHitObject firstObject = drawableRuleset.Beatmap.HitObjects.Where(o => o is Spinner || o is Slider || o is HitCircle).First(); // Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen // Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size bubbleSize = (float)firstObject.Radius * 1.90f; bubbleFade = firstObject.TimePreempt * 2; // We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering) drawableRuleset.Playfield.DisplayJudgements.Value = false; bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer(); drawableRuleset.Overlays.Add(bubbleContainer); drawableRuleset.Overlays.Add(bubblePool = new DrawablePool(100)); } public void ApplyToDrawableHitObject(DrawableHitObject drawableObject) { drawableObject.OnNewResult += (drawable, _) => { if (drawable is not DrawableOsuHitObject drawableOsuHitObject) return; switch (drawableOsuHitObject.HitObject) { case Slider: case SpinnerTick: break; default: addBubble(); break; } void addBubble() { BubbleDrawable bubble = bubblePool.Get(); bubble.DrawableOsuHitObject = drawableOsuHitObject; bubble.InitialSize = new Vector2(bubbleSize); bubble.FadeTime = bubbleFade; bubble.MaxSize = maxSize; bubbleContainer.Add(bubble); } }; drawableObject.OnRevertResult += (drawable, _) => { if (drawable.HitObject is SpinnerTick or Slider) return; BubbleDrawable? lastBubble = bubbleContainer.OfType().LastOrDefault(); lastBubble?.ClearTransforms(); lastBubble?.Expire(true); }; } #region Pooled Bubble drawable private partial class BubbleDrawable : PoolableDrawable { public DrawableOsuHitObject? DrawableOsuHitObject { get; set; } public Vector2 InitialSize { get; set; } public float MaxSize { get; set; } public double FadeTime { get; set; } private readonly Box colourBox; private readonly CircularContainer content; public BubbleDrawable() { Origin = Anchor.Centre; InternalChild = content = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, MaskingSmoothness = 2, BorderThickness = 0, BorderColour = Colour4.White, Masking = true, EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Radius = 3, Colour = Colour4.Black.Opacity(0.05f), }, Child = colourBox = new Box { RelativeSizeAxes = Axes.Both, } }; } protected override void PrepareForUse() { Debug.Assert(DrawableOsuHitObject.IsNotNull()); Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black; Scale = new Vector2(1); Position = getPosition(DrawableOsuHitObject); Size = InitialSize; //We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect. ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f); // The absolute length of the bubble's animation, can be used in fractions for animations of partial length double duration = 1700 + Math.Pow(FadeTime, 1.07f); // Main bubble scaling based on combo this.FadeTo(1) .ScaleTo(MaxSize, duration * 0.8f) .Then() // Pop at the end of the bubbles life time .ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint) .FadeOut(duration * 0.2f, Easing.OutCirc).Expire(); if (!DrawableOsuHitObject.IsHit) return; content.BorderThickness = InitialSize.X / 3.5f; content.BorderColour = Colour4.White; colourBox.FadeColour(colourDarker); content.TransformTo(nameof(BorderColour), colourDarker, duration * 0.3f, Easing.OutQuint); // Ripple effect utilises the border to reduce drawable count content.TransformTo(nameof(BorderThickness), 2f, duration * 0.3f, Easing.OutQuint) .Then() // Avoids transparency overlap issues during the bubble "pop" .TransformTo(nameof(BorderThickness), 0f); } private Vector2 getPosition(DrawableOsuHitObject drawableObject) { switch (drawableObject) { // SliderHeads are derived from HitCircles, // so we must handle them before to avoid them using the wrong positioning logic case DrawableSliderHead: return drawableObject.HitObject.Position; // Using hitobject position will cause issues with HitCircle placement due to stack leniency. case DrawableHitCircle: return drawableObject.Position; default: return drawableObject.HitObject.Position; } } } #endregion } }