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138 lines
5.4 KiB
C#
138 lines
5.4 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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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModAimAssist : Mod, IApplicableToDrawableHitObjects, IUpdatableByPlayfield
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{
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public override string Name => "Aim Assist";
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public override string Acronym => "AA";
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public override IconUsage Icon => FontAwesome.Solid.MousePointer;
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public override ModType Type => ModType.Fun;
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public override string Description => "No need to chase the circle, the circle chases you";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
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private readonly List<DrawableOsuHitObject> movingObjects = new List<DrawableOsuHitObject>();
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private DrawableSpinner activeSpinner;
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private double spinnerAngle; // in radians
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public void Update(Playfield playfield)
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{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
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var currentTime = playfield.Clock.CurrentTime;
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// Avoid relocating judgment displays and hide follow points
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playfield.DisplayJudgements.Value = false;
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(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
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// If object too old, remove from movingObjects list, otherwise move to new destination
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movingObjects.RemoveAll(d =>
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{
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var h = d.HitObject;
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var endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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// Object no longer required to be moved -> remove from list
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if (currentTime > endTime)
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return true;
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switch (d)
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{
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case DrawableHitCircle circle:
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// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
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circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10));
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return false;
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case DrawableSlider slider:
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// Move slider to cursor
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if (currentTime < h.StartTime)
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{
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slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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}
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// Move slider so that sliderball stays on the cursor
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else
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{
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slider.HeadCircle.Hide(); // temporary solution to supress HeadCircle's explosion, flash, ... at wrong location
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slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
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}
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return false;
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case DrawableSpinner spinner:
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// Move spinner to cursor
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if (currentTime < h.StartTime)
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{
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spinner.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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return false;
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}
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else
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{
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spinnerAngle = 0;
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activeSpinner = spinner;
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return true;
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}
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default:
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return true;
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}
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});
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if (activeSpinner != null)
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{
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if (currentTime > (activeSpinner.HitObject as IHasEndTime)?.EndTime)
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{
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activeSpinner = null;
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spinnerAngle = 0;
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}
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else
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{
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const float additional_degrees = 4;
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const int dist_from_cursor = 30;
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spinnerAngle += additional_degrees * Math.PI / 180;
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// Visual progress
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activeSpinner.MoveTo(new Vector2((float)(dist_from_cursor * Math.Cos(spinnerAngle) + cursorPos.X), (float)(dist_from_cursor * Math.Sin(spinnerAngle) + cursorPos.Y)));
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// Logical progress
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activeSpinner.Disc.RotationAbsolute += additional_degrees;
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}
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}
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables)
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drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
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}
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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if (drawable is DrawableOsuHitObject hitobject)
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movingObjects.Add(hitobject);
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}
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}
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/*
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* TODOs
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* - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif)
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* - find nicer way to handle slider headcircle explosion, flash, ...
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* - add Aim Assist as incompatible mod for Autoplay (?)
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*
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*/
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}
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