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136843c8e4
Allows sharing pause logic with gameplay samples.
101 lines
3.6 KiB
C#
101 lines
3.6 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Audio;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToBeatmap, IApplicableToAudio
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{
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/// <summary>
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/// The point in the beatmap at which the final ramping rate should be reached.
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/// </summary>
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private const double final_rate_progress = 0.75f;
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[SettingSource("Initial rate", "The starting speed of the track")]
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public abstract BindableNumber<double> InitialRate { get; }
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[SettingSource("Final rate", "The final speed to ramp to")]
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public abstract BindableNumber<double> FinalRate { get; }
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[SettingSource("Adjust pitch", "Should pitch be adjusted with speed")]
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public abstract BindableBool AdjustPitch { get; }
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public override string SettingDescription => $"{InitialRate.Value:N2}x to {FinalRate.Value:N2}x";
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private double finalRateTime;
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private double beginRampTime;
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public BindableNumber<double> SpeedChange { get; } = new BindableDouble
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{
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Default = 1,
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Value = 1,
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Precision = 0.01,
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};
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private ITrack track;
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protected ModTimeRamp()
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{
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// for preview purpose at song select. eventually we'll want to be able to update every frame.
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FinalRate.BindValueChanged(val => applyRateAdjustment(1), true);
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AdjustPitch.BindValueChanged(applyPitchAdjustment);
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}
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public void ApplyToTrack(ITrack track)
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{
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this.track = track;
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FinalRate.TriggerChange();
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AdjustPitch.TriggerChange();
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}
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public void ApplyToSample(DrawableSample sample)
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{
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sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange);
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}
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public virtual void ApplyToBeatmap(IBeatmap beatmap)
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{
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HitObject lastObject = beatmap.HitObjects.LastOrDefault();
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SpeedChange.SetDefault();
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beginRampTime = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0;
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finalRateTime = final_rate_progress * (lastObject?.GetEndTime() ?? 0);
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}
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public virtual void Update(Playfield playfield)
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{
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applyRateAdjustment((track.CurrentTime - beginRampTime) / finalRateTime);
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}
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/// <summary>
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/// Adjust the rate along the specified ramp
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/// </summary>
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/// <param name="amount">The amount of adjustment to apply (from 0..1).</param>
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private void applyRateAdjustment(double amount) =>
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SpeedChange.Value = InitialRate.Value + (FinalRate.Value - InitialRate.Value) * Math.Clamp(amount, 0, 1);
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private void applyPitchAdjustment(ValueChangedEvent<bool> adjustPitchSetting)
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{
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// remove existing old adjustment
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track?.RemoveAdjustment(adjustmentForPitchSetting(adjustPitchSetting.OldValue), SpeedChange);
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track?.AddAdjustment(adjustmentForPitchSetting(adjustPitchSetting.NewValue), SpeedChange);
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}
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private AdjustableProperty adjustmentForPitchSetting(bool adjustPitchSettingValue)
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=> adjustPitchSettingValue ? AdjustableProperty.Frequency : AdjustableProperty.Tempo;
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}
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}
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