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06aa3f7798
Now that just one method for stopping samples is left, let's just repurpose st as the general "stop global effects" method rather than have it there with a hyperspecific name. It also has good symmetry, as there already was a `Start()` method in the class.
232 lines
7.7 KiB
C#
232 lines
7.7 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 osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Game.Rulesets.UI;
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using System;
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using System.Collections.Generic;
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using ManagedBass.Fx;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Sample;
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using osu.Framework.Audio.Track;
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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.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Audio.Effects;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play
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{
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/// <summary>
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/// Manage the animation to be applied when a player fails.
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/// Single use and automatically disposed after use.
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/// </summary>
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public partial class FailAnimation : Container
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{
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public Action? OnComplete;
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private readonly DrawableRuleset drawableRuleset;
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private readonly BindableDouble trackFreq = new BindableDouble(1);
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private readonly BindableDouble volumeAdjustment = new BindableDouble(0.5);
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private Container filters = null!;
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private Box redFlashLayer = null!;
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private Track track = null!;
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private AudioFilter failLowPassFilter = null!;
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private AudioFilter failHighPassFilter = null!;
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private const float duration = 2500;
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private ISample? failSample;
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private SampleChannel? failSampleChannel;
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[Resolved]
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private OsuConfigManager config { get; set; } = null!;
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protected override Container<Drawable> Content { get; } = new Container
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{
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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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};
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/// <summary>
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/// The player screen background, used to adjust appearance on failing.
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/// </summary>
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public BackgroundScreen? Background { private get; set; }
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public FailAnimation(DrawableRuleset drawableRuleset)
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{
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this.drawableRuleset = drawableRuleset;
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RelativeSizeAxes = Axes.Both;
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}
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[BackgroundDependencyLoader]
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private void load(AudioManager audio, ISkinSource skin, IBindable<WorkingBeatmap> beatmap)
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{
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track = beatmap.Value.Track;
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failSample = skin.GetSample(new SampleInfo(@"Gameplay/failsound"));
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AddRangeInternal(new Drawable[]
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{
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filters = new Container
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{
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Children = new Drawable[]
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{
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failLowPassFilter = new AudioFilter(audio.TrackMixer),
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failHighPassFilter = new AudioFilter(audio.TrackMixer, BQFType.HighPass),
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},
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},
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Content,
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redFlashLayer = new Box
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{
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Colour = Color4.Red.Opacity(0.6f),
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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Depth = float.MinValue,
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Alpha = 0
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},
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});
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}
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private bool started;
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private bool filtersRemoved;
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/// <summary>
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/// Start the fail animation playing.
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/// </summary>
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/// <exception cref="InvalidOperationException">Thrown if started more than once.</exception>
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public void Start()
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{
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if (started) throw new InvalidOperationException("Animation cannot be started more than once.");
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if (filtersRemoved) throw new InvalidOperationException("Animation cannot be started after filters have been removed.");
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started = true;
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this.TransformBindableTo(trackFreq, 0, duration).OnComplete(_ =>
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{
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// Don't reset frequency as the pause screen may appear post transform, causing a second frequency sweep.
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removeFilters(false);
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OnComplete?.Invoke();
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});
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failHighPassFilter.CutoffTo(300);
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failLowPassFilter.CutoffTo(300, duration, Easing.OutCubic);
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failSampleChannel = failSample?.Play();
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track.AddAdjustment(AdjustableProperty.Frequency, trackFreq);
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track.AddAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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applyToPlayfield(drawableRuleset.Playfield);
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drawableRuleset.Playfield.HitObjectContainer.FadeOut(duration / 2);
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if (config.Get<bool>(OsuSetting.FadePlayfieldWhenHealthLow))
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redFlashLayer.FadeOutFromOne(1000);
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Content.Masking = true;
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Content.Add(new Box
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{
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Both,
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Depth = float.MaxValue
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});
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Content.ScaleTo(0.85f, duration, Easing.OutQuart);
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Content.RotateTo(1, duration, Easing.OutQuart);
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Content.FadeColour(Color4.Gray, duration);
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// Will be restored by `ApplyToBackground` logic in `SongSelect`.
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Background?.FadeColour(OsuColour.Gray(0.3f), 60);
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}
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/// <summary>
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/// Stops any and all persistent effects added by the ongoing fail animation.
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/// </summary>
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public void Stop()
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{
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failSampleChannel?.Stop();
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removeFilters();
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}
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private void removeFilters(bool resetTrackFrequency = true)
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{
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filtersRemoved = true;
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if (!started)
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return;
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if (resetTrackFrequency)
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track.RemoveAdjustment(AdjustableProperty.Frequency, trackFreq);
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track.RemoveAdjustment(AdjustableProperty.Volume, volumeAdjustment);
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if (filters.Parent == null)
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return;
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RemoveInternal(filters, true);
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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 (!started)
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return;
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applyToPlayfield(drawableRuleset.Playfield);
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}
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private readonly List<DrawableHitObject> appliedObjects = new List<DrawableHitObject>();
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private void applyToPlayfield(Playfield playfield)
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{
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double failTime = playfield.Time.Current;
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foreach (var nested in playfield.NestedPlayfields)
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applyToPlayfield(nested);
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foreach (DrawableHitObject obj in playfield.HitObjectContainer.AliveObjects)
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{
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if (appliedObjects.Contains(obj))
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continue;
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float rotation = RNG.NextSingle(-90, 90);
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Vector2 originalPosition = obj.Position;
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Vector2 originalScale = obj.Scale;
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dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
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// need to reapply the fail drop after judgement state changes
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obj.ApplyCustomUpdateState += (_, _) => dropOffScreen(obj, failTime, rotation, originalScale, originalPosition);
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appliedObjects.Add(obj);
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}
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}
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private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition)
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{
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using (obj.BeginAbsoluteSequence(failTime))
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{
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obj.RotateTo(randomRotation, duration);
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obj.ScaleTo(originalScale * 0.5f, duration);
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obj.MoveTo(originalPosition + new Vector2(0, 400), duration);
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}
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}
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}
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}
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