// 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.Collections.Generic; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Input; using osu.Framework.Input.Events; using osu.Framework.Utils; 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 osuTK; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModFlashlight : ModFlashlight, IApplicableToDrawableHitObjects { public override double ScoreMultiplier => 1.12; private const float default_flashlight_size = 180; private OsuFlashlight flashlight; public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight(); public void ApplyToDrawableHitObjects(IEnumerable drawables) { foreach (var s in drawables.OfType()) { s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange; } } private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition { public OsuFlashlight() { FlashlightSize = new Vector2(0, getSizeFor(0)); } public void OnSliderTrackingChange(ValueChangedEvent e) { // If a slider is in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration. this.TransformTo(nameof(FlashlightDim), e.NewValue ? 0.8f : 0.0f, 50); } protected override bool OnMouseMove(MouseMoveEvent e) { const double follow_delay = 120; var position = FlashlightPosition; var destination = e.MousePosition; FlashlightPosition = Interpolation.ValueAt( Math.Min(Math.Abs(Clock.ElapsedFrameTime), follow_delay), position, destination, 0, follow_delay, Easing.Out); return base.OnMouseMove(e); } private float getSizeFor(int combo) { if (combo > 200) return default_flashlight_size * 0.8f; else if (combo > 100) return default_flashlight_size * 0.9f; else return default_flashlight_size; } protected override void OnComboChange(ValueChangedEvent e) { this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION); } protected override string FragmentShader => "CircularFlashlight"; } } }