mirror of
https://github.com/ppy/osu.git
synced 2024-11-16 22:32:55 +08:00
1cfcaee121
This isn't perfect and probably needs much more consideration, but let's at least give the "better" ranks more visibility by bringing them to the front. Of note, this is only important due to the changes to osu!catch accuracy-grade cutoffs, which brings things closer in proximity than ever before.
486 lines
19 KiB
C#
486 lines
19 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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#nullable disable
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using System;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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{
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/// <summary>
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/// The component that displays the player's accuracy on the results screen.
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/// </summary>
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public partial class AccuracyCircle : CompositeDrawable
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{
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/// <summary>
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/// Duration for the transforms causing this component to appear.
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/// </summary>
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public const double APPEAR_DURATION = 200;
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/// <summary>
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/// Delay before the accuracy circle starts filling.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DELAY = 450;
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/// <summary>
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/// Duration for the accuracy circle fill.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DURATION = 3000;
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/// <summary>
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/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
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/// </summary>
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public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
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/// <summary>
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/// Delay before the rank circles start filling.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
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/// <summary>
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/// Duration for the rank circle fills.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
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/// <summary>
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/// Relative width of the rank circles.
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/// </summary>
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public const float RANK_CIRCLE_RADIUS = 0.06f;
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/// <summary>
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/// Relative width of the circle showing the accuracy.
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/// </summary>
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private const float accuracy_circle_radius = 0.2f;
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/// <summary>
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/// SS is displayed as a 1% region, otherwise it would be invisible.
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/// </summary>
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private const double virtual_ss_percentage = 0.01;
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/// <summary>
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/// The width of a <see cref="RankNotch"/> in terms of accuracy.
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/// </summary>
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public const double NOTCH_WIDTH_PERCENTAGE = 1.0 / 360;
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/// <summary>
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/// The easing for the circle filling transforms.
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/// </summary>
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public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
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private readonly ScoreInfo score;
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private CircularProgress accuracyCircle;
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private CircularProgress innerMask;
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private Container<RankBadge> badges;
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private RankText rankText;
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private PoolableSkinnableSample scoreTickSound;
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private PoolableSkinnableSample badgeTickSound;
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private PoolableSkinnableSample badgeMaxSound;
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private PoolableSkinnableSample swooshUpSound;
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private PoolableSkinnableSample rankImpactSound;
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private PoolableSkinnableSample rankApplauseSound;
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private readonly Bindable<double> tickPlaybackRate = new Bindable<double>();
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private double lastTickPlaybackTime;
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private bool isTicking;
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private readonly double accuracyX;
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private readonly double accuracyS;
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private readonly double accuracyA;
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private readonly double accuracyB;
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private readonly double accuracyC;
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private readonly double accuracyD;
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private readonly bool withFlair;
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public AccuracyCircle(ScoreInfo score, bool withFlair = false)
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{
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this.score = score;
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this.withFlair = withFlair;
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ScoreProcessor scoreProcessor = score.Ruleset.CreateInstance().CreateScoreProcessor();
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accuracyX = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.X);
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accuracyS = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.S);
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accuracyA = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.A);
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accuracyB = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.B);
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accuracyC = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.C);
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accuracyD = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.D);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularProgress
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{
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Name = "Background circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(47),
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Alpha = 0.5f,
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InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
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Current = { Value = 1 },
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},
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accuracyCircle = new CircularProgress
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{
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Name = "Accuracy circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
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InnerRadius = accuracy_circle_radius,
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},
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new BufferedContainer
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{
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Name = "Graded circles",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.8f),
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Padding = new MarginPadding(2),
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Children = new Drawable[]
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{
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.X),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyX }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.S),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyX - virtual_ss_percentage }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.A),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyS }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.B),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyA }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.C),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyB }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.D),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyC }
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},
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new RankNotch((float)accuracyX),
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new RankNotch((float)(accuracyX - virtual_ss_percentage)),
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new RankNotch((float)accuracyS),
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new RankNotch((float)accuracyA),
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new RankNotch((float)accuracyB),
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new RankNotch((float)accuracyC),
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new BufferedContainer
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{
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Name = "Graded circle mask",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(1),
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Blending = new BlendingParameters
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{
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Source = BlendingType.DstColor,
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Destination = BlendingType.OneMinusSrcColor,
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SourceAlpha = BlendingType.One,
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DestinationAlpha = BlendingType.SrcAlpha
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},
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Child = innerMask = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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InnerRadius = RANK_CIRCLE_RADIUS - 0.02f,
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}
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}
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}
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},
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badges = new Container<RankBadge>
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{
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Name = "Rank badges",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
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Children = new[]
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{
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new RankBadge(accuracyD, Interpolation.Lerp(accuracyD, accuracyC, 0.5), getRank(ScoreRank.D)),
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new RankBadge(accuracyC, Interpolation.Lerp(accuracyC, accuracyB, 0.5), getRank(ScoreRank.C)),
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new RankBadge(accuracyB, Interpolation.Lerp(accuracyB, accuracyA, 0.5), getRank(ScoreRank.B)),
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// The S and A badges are moved down slightly to prevent collision with the SS badge.
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new RankBadge(accuracyA, Interpolation.Lerp(accuracyA, accuracyS, 0.25), getRank(ScoreRank.A)),
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new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)),
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new RankBadge(accuracyX, accuracyX, getRank(ScoreRank.X)),
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}
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},
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rankText = new RankText(score.Rank)
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};
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if (withFlair)
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{
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AddRangeInternal(new Drawable[]
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{
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rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)),
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rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", applauseSampleName)),
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scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
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badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
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badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
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swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")),
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
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if (withFlair)
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{
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const double swoosh_pre_delay = 443f;
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const double swoosh_volume = 0.4f;
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this.Delay(swoosh_pre_delay).Schedule(() =>
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{
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swooshUpSound.VolumeTo(swoosh_volume);
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swooshUpSound.Play();
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});
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}
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using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
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innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
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using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
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{
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double targetAccuracy = score.Accuracy;
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double[] notchPercentages =
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{
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accuracyS,
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accuracyA,
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accuracyB,
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accuracyC,
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};
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// Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es),
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// to prevent ambiguity on what grade it's pointing at.
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foreach (double p in notchPercentages)
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{
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if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2))
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{
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int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria
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targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2);
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break;
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}
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}
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// The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either.
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if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
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targetAccuracy = 1;
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else
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targetAccuracy = Math.Min(accuracyX - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
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// The accuracy circle gauge visually fills up a bit too much.
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// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
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const double visual_alignment_offset = 0.001;
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if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset)
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targetAccuracy -= visual_alignment_offset;
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accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
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if (withFlair)
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{
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Schedule(() =>
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{
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const double score_tick_debounce_rate_start = 18f;
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const double score_tick_debounce_rate_end = 300f;
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const double score_tick_volume_start = 0.6f;
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const double score_tick_volume_end = 1.0f;
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this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_start);
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this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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scoreTickSound.FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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scoreTickSound.VolumeTo(score_tick_volume_start).Then().VolumeTo(score_tick_volume_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
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isTicking = true;
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});
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}
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int badgeNum = 0;
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foreach (var badge in badges)
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{
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if (badge.Accuracy > score.Accuracy)
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continue;
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using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
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{
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badge.Appear();
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if (withFlair)
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{
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Schedule(() =>
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{
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var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
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dink.FrequencyTo(1 + badgeNum++ * 0.05);
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dink.Play();
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});
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}
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}
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}
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using (BeginDelayedSequence(TEXT_APPEAR_DELAY))
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{
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rankText.Appear();
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if (!withFlair) return;
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Schedule(() =>
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{
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isTicking = false;
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rankImpactSound.Play();
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});
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const double applause_pre_delay = 545f;
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const double applause_volume = 0.8f;
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using (BeginDelayedSequence(applause_pre_delay))
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{
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Schedule(() =>
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{
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rankApplauseSound.VolumeTo(applause_volume);
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rankApplauseSound.Play();
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});
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}
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}
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}
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}
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protected override void Update()
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{
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base.Update();
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if (isTicking && Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value)
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{
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scoreTickSound?.Play();
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lastTickPlaybackTime = Clock.CurrentTime;
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}
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}
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private string applauseSampleName
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{
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get
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{
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switch (score.Rank)
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{
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default:
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case ScoreRank.D:
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return @"Results/applause-d";
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case ScoreRank.C:
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return @"Results/applause-c";
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case ScoreRank.B:
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return @"Results/applause-b";
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case ScoreRank.A:
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return @"Results/applause-a";
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case ScoreRank.S:
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case ScoreRank.SH:
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case ScoreRank.X:
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case ScoreRank.XH:
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return @"Results/applause-s";
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}
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}
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}
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private string impactSampleName
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{
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get
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{
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switch (score.Rank)
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{
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default:
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case ScoreRank.D:
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return @"Results/rank-impact-fail-d";
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case ScoreRank.C:
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case ScoreRank.B:
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return @"Results/rank-impact-fail";
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case ScoreRank.A:
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case ScoreRank.S:
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case ScoreRank.SH:
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return @"Results/rank-impact-pass";
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case ScoreRank.X:
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case ScoreRank.XH:
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return @"Results/rank-impact-pass-ss";
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}
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}
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}
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private ScoreRank getRank(ScoreRank rank)
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{
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foreach (var mod in score.Mods.OfType<IApplicableToScoreProcessor>())
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rank = mod.AdjustRank(rank, score.Accuracy);
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return rank;
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}
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private double inverseEasing(Easing easing, double targetValue)
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{
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double test = 0;
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double result = 0;
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int count = 2;
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while (Math.Abs(result - targetValue) > 0.005)
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{
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int dir = Math.Sign(targetValue - result);
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test += dir * 1.0 / count;
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result = Interpolation.ApplyEasing(easing, test);
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count++;
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}
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return test;
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}
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}
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}
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