// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Audio; using osu.Framework.Bindables; using osu.Game.Rulesets.UI; using System; using System.Collections.Generic; using JetBrains.Annotations; using ManagedBass.Fx; using osu.Framework.Allocation; using osu.Framework.Audio.Sample; using osu.Framework.Audio.Track; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Utils; using osu.Game.Audio.Effects; using osu.Game.Beatmaps; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osuTK; using osuTK.Graphics; namespace osu.Game.Screens.Play { /// /// Manage the animation to be applied when a player fails. /// Single use and automatically disposed after use. /// public class FailAnimation : Container { public Action OnComplete; private readonly DrawableRuleset drawableRuleset; private readonly BindableDouble trackFreq = new BindableDouble(1); private Container filters; private Box redFlashLayer; private Track track; private AudioFilter failLowPassFilter; private AudioFilter failHighPassFilter; private const float duration = 2500; private Sample failSample; [Resolved] private OsuConfigManager config { get; set; } protected override Container Content { get; } = new Container { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, }; /// /// The player screen background, used to adjust appearance on failing. /// [CanBeNull] public BackgroundScreen Background { private get; set; } public FailAnimation(DrawableRuleset drawableRuleset) { this.drawableRuleset = drawableRuleset; RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(AudioManager audio, IBindable beatmap) { track = beatmap.Value.Track; failSample = audio.Samples.Get(@"Gameplay/failsound"); AddRangeInternal(new Drawable[] { filters = new Container { Children = new Drawable[] { failLowPassFilter = new AudioFilter(audio.TrackMixer), failHighPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass), }, }, Content, redFlashLayer = new Box { Colour = Color4.Red.Opacity(0.6f), RelativeSizeAxes = Axes.Both, Blending = BlendingParameters.Additive, Depth = float.MinValue, Alpha = 0 }, }); } private bool started; /// /// Start the fail animation playing. /// /// Thrown if started more than once. public void Start() { if (started) throw new InvalidOperationException("Animation cannot be started more than once."); started = true; this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ => { // Don't reset frequency as the pause screen may appear post transform, causing a second frequency sweep. RemoveFilters(false); OnComplete?.Invoke(); }); failHighPassFilter.CutoffTo(300); failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic); failSample.Play(); track.AddAdjustment(AdjustableProperty.Frequency, trackFreq); applyToPlayfield(drawableRuleset.Playfield); drawableRuleset.Playfield.HitObjectContainer.FadeOut(duration / 2); if (config.Get(OsuSetting.FadePlayfieldWhenHealthLow)) redFlashLayer.FadeOutFromOne(1000); Content.Masking = true; Content.Add(new Box { Colour = Color4.Black, RelativeSizeAxes = Axes.Both, Depth = float.MaxValue }); Content.ScaleTo(0.85f, duration, Easing.OutQuart); Content.RotateTo(1, duration, Easing.OutQuart); Content.FadeColour(Color4.Gray, duration); // Will be restored by `ApplyToBackground` logic in `SongSelect`. Background?.FadeColour(OsuColour.Gray(0.3f), 60); } public void RemoveFilters(bool resetTrackFrequency = true) { if (resetTrackFrequency) track?.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq); if (filters.Parent == null) return; RemoveInternal(filters); filters.Dispose(); } protected override void Update() { base.Update(); if (!started) return; applyToPlayfield(drawableRuleset.Playfield); } private readonly List appliedObjects = new List(); private void applyToPlayfield(Playfield playfield) { double failTime = playfield.Time.Current; foreach (var nested in playfield.NestedPlayfields) applyToPlayfield(nested); foreach (DrawableHitObject obj in playfield.HitObjectContainer.AliveObjects) { if (appliedObjects.Contains(obj)) continue; float rotation = RNG.NextSingle(-90, 90); Vector2 originalPosition = obj.Position; Vector2 originalScale = obj.Scale; dropOffScreen(obj, failTime, rotation, originalScale, originalPosition); // need to reapply the fail drop after judgement state changes obj.ApplyCustomUpdateState += (o, _) => dropOffScreen(obj, failTime, rotation, originalScale, originalPosition); appliedObjects.Add(obj); } } private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition) { using (obj.BeginAbsoluteSequence(failTime)) { obj.RotateTo(randomRotation, duration); obj.ScaleTo(originalScale * 0.5f, duration); obj.MoveTo(originalPosition + new Vector2(0, 400), duration); } } } }