mirror of
https://github.com/ppy/osu.git
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268 lines
8.4 KiB
C#
268 lines
8.4 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 enable
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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Input.Events;
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using osu.Framework.Input.States;
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using osu.Game.Graphics;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Utility.SampleComponents;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Utility
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{
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public class CircleGameplay : CompositeDrawable
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{
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private int nextLocation;
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private OsuSpriteText unstableRate = null!;
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private readonly List<HitEvent> hitEvents = new List<HitEvent>();
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private double? lastGeneratedBeatTime;
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private static readonly BindableDouble beat_length = new BindableDouble(500) { MinValue = 200, MaxValue = 1000 };
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private static readonly BindableDouble approach_rate_milliseconds = new BindableDouble(100) { MinValue = 50, MaxValue = 500 };
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private static readonly BindableFloat spacing = new BindableFloat(0.2f) { MinValue = 0.05f, MaxValue = 0.4f };
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protected override void LoadComplete()
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{
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base.LoadComplete();
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InternalChildren = new Drawable[]
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{
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new FillFlowContainer
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{
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AutoSizeAxes = Axes.Y,
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Width = 400,
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Spacing = new Vector2(2),
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Direction = FillDirection.Vertical,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new SettingsSlider<double>
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{
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LabelText = "time spacing",
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Current = beat_length
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},
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new SettingsSlider<float>
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{
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LabelText = "visual spacing",
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Current = spacing
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},
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new SettingsSlider<double>
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{
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LabelText = "approach time",
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Current = approach_rate_milliseconds
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},
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}
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},
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unstableRate = new OsuSpriteText
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Font = OsuFont.Default.With(size: 24),
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Y = -100,
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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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// We want to generate a few hit objects ahead of the current time (to allow them to animate).
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int nextBeat = (int)(Clock.CurrentTime / beat_length.Value) + 1;
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double generateUpTo = (nextBeat + 2) * beat_length.Value;
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while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
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{
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double time = ++nextBeat * beat_length.Value;
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if (time <= lastGeneratedBeatTime)
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continue;
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newBeat(time);
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lastGeneratedBeatTime = time;
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}
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}
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private void newBeat(double time)
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{
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nextLocation++;
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Vector2 location;
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float spacingLow = 0.5f - spacing.Value;
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float spacingHigh = 0.5f + spacing.Value;
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switch (nextLocation % 4)
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{
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default:
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location = new Vector2(spacingLow, spacingLow);
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break;
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case 1:
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location = new Vector2(spacingHigh, spacingHigh);
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break;
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case 2:
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location = new Vector2(spacingHigh, spacingLow);
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break;
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case 3:
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location = new Vector2(spacingLow, spacingHigh);
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break;
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}
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AddInternal(new SampleHitCircle(time)
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{
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RelativePositionAxes = Axes.Both,
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Position = location,
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Hit = hit,
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});
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}
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private void hit(HitEvent h)
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{
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hitEvents.Add(h);
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unstableRate.Text = $"{hitEvents.CalculateUnstableRate():N1}";
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}
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public class SampleHitCircle : LatencySampleComponent
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{
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public HitEvent? HitEvent;
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public Action<HitEvent>? Hit { get; set; }
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public readonly double HitTime;
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private readonly CircularContainer approach;
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private readonly Circle circle;
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private const float size = 100;
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public override bool ReceivePositionalInputAt(Vector2 screenSpacePos)
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=> circle.ReceivePositionalInputAt(screenSpacePos);
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public SampleHitCircle(double hitTime)
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{
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HitTime = hitTime;
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Origin = Anchor.Centre;
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AutoSizeAxes = Axes.Both;
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AlwaysPresent = true;
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InternalChildren = new Drawable[]
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{
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circle = new Circle
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{
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Colour = Color4.White,
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Size = new Vector2(size),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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approach = new CircularContainer
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{
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BorderColour = Color4.Yellow,
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Size = new Vector2(size),
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Masking = true,
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BorderThickness = 4,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Box
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{
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Colour = Color4.Black,
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Alpha = 0,
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AlwaysPresent = true,
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RelativeSizeAxes = Axes.Both,
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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 bool OnHover(HoverEvent e) => true;
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protected override bool OnMouseDown(MouseDownEvent e)
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{
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if (HitEvent != null)
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return false;
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if (Math.Abs(Clock.CurrentTime - HitTime) > 200)
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return false;
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attemptHit();
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return true;
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}
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protected override bool OnKeyDown(KeyDownEvent e)
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{
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if (!IsActive.Value)
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return false;
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if (Math.Abs(Clock.CurrentTime - HitTime) > 200)
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return false;
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if (IsHovered)
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attemptHit();
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return base.OnKeyDown(e);
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}
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protected override void UpdateAtLimitedRate(InputState inputState)
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{
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if (HitEvent == null)
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{
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approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds.Value, 0, 100));
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Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
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if (Clock.CurrentTime > HitTime + 200)
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Expire();
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}
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}
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private void attemptHit() => Schedule(() =>
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{
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if (HitEvent != null)
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return;
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// in case it was hit outside of display range, show immediately
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// so the user isn't confused.
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this.FadeIn();
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approach.Expire();
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circle
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.FadeOut(200)
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.ScaleTo(1.5f, 200);
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HitEvent = new HitEvent(Clock.CurrentTime - HitTime, HitResult.Good, new HitObject
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{
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HitWindows = new HitWindows(),
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}, null, null);
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Hit?.Invoke(HitEvent.Value);
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this.Delay(200).Expire();
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});
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}
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}
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}
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