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206 lines
6.9 KiB
C#
206 lines
6.9 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.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Batches;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Graphics;
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using osu.Game.Graphics.OpenGL.Vertices;
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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.Rulesets.UI;
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using osu.Game.Scoring;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModFlashlight : Mod
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{
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public override string Name => "Flashlight";
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public override string Acronym => "FL";
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public override IconUsage Icon => OsuIcon.ModFlashlight;
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public override ModType Type => ModType.DifficultyIncrease;
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public override string Description => "Restricted view area.";
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public override bool Ranked => true;
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internal ModFlashlight()
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{
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}
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}
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public abstract class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
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where T : HitObject
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{
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public const double FLASHLIGHT_FADE_DURATION = 800;
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protected readonly BindableInt Combo = new BindableInt();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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Combo.BindTo(scoreProcessor.Combo);
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
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{
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var flashlight = CreateFlashlight();
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flashlight.Combo = Combo;
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flashlight.RelativeSizeAxes = Axes.Both;
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flashlight.Colour = Color4.Black;
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drawableRuleset.KeyBindingInputManager.Add(flashlight);
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flashlight.Breaks = drawableRuleset.Beatmap.Breaks;
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}
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public abstract Flashlight CreateFlashlight();
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public abstract class Flashlight : Drawable
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{
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internal BindableInt Combo;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode(this);
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public override bool RemoveCompletedTransforms => false;
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public List<BreakPeriod> Breaks;
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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{
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shader = shaderManager.Load("PositionAndColour", FragmentShader);
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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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Combo.ValueChanged += OnComboChange;
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using (BeginAbsoluteSequence(0))
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{
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foreach (var breakPeriod in Breaks)
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{
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if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
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this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
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this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
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}
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}
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}
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protected abstract void OnComboChange(ValueChangedEvent<int> e);
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protected abstract string FragmentShader { get; }
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private Vector2 flashlightPosition;
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protected Vector2 FlashlightPosition
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{
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get => flashlightPosition;
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set
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{
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if (flashlightPosition == value) return;
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flashlightPosition = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private Vector2 flashlightSize;
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protected Vector2 FlashlightSize
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{
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get => flashlightSize;
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set
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{
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if (flashlightSize == value) return;
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flashlightSize = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private float flashlightDim;
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public float FlashlightDim
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{
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get => flashlightDim;
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set
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{
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if (flashlightDim == value) return;
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flashlightDim = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private class FlashlightDrawNode : DrawNode
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{
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protected new Flashlight Source => (Flashlight)base.Source;
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private IShader shader;
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private Quad screenSpaceDrawQuad;
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private Vector2 flashlightPosition;
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private Vector2 flashlightSize;
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private float flashlightDim;
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private readonly VertexBatch<PositionAndColourVertex> quadBatch = new QuadBatch<PositionAndColourVertex>(1, 1);
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private readonly Action<TexturedVertex2D> addAction;
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public FlashlightDrawNode(Flashlight source)
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: base(source)
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{
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addAction = v => quadBatch.Add(new PositionAndColourVertex
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{
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Position = v.Position,
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Colour = v.Colour
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});
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}
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public override void ApplyState()
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{
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base.ApplyState();
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shader = Source.shader;
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screenSpaceDrawQuad = Source.ScreenSpaceDrawQuad;
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flashlightPosition = Vector2Extensions.Transform(Source.FlashlightPosition, DrawInfo.Matrix);
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flashlightSize = Source.FlashlightSize * DrawInfo.Matrix.ExtractScale().Xy;
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flashlightDim = Source.FlashlightDim;
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}
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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shader.Bind();
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shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref flashlightPosition);
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shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref flashlightSize);
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shader.GetUniform<float>("flashlightDim").UpdateValue(ref flashlightDim);
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DrawQuad(Texture.WhitePixel, screenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: addAction);
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shader.Unbind();
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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quadBatch?.Dispose();
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}
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}
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}
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}
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}
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