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osu-lazer/osu.Game.Rulesets.Catch/UI/Catcher.cs
2021-04-22 17:27:23 +09:00

600 lines
21 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using JetBrains.Annotations;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Input.Bindings;
using osu.Framework.Utils;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Catch.Judgements;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.Objects.Drawables;
using osu.Game.Rulesets.Catch.Skinning;
using osu.Game.Rulesets.Judgements;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Catch.UI
{
public class Catcher : SkinReloadableDrawable, IKeyBindingHandler<CatchAction>
{
/// <summary>
/// The default colour used to tint hyper-dash fruit, along with the moving catcher, its trail
/// and end glow/after-image during a hyper-dash.
/// </summary>
public static readonly Color4 DEFAULT_HYPER_DASH_COLOUR = Color4.Red;
/// <summary>
/// The duration between transitioning to hyper-dash state.
/// </summary>
public const double HYPER_DASH_TRANSITION_DURATION = 180;
/// <summary>
/// Whether we are hyper-dashing or not.
/// </summary>
public bool HyperDashing => hyperDashModifier != 1;
/// <summary>
/// Whether <see cref="DrawablePalpableCatchHitObject"/> fruit should appear on the plate.
/// </summary>
public bool CatchFruitOnPlate { get; set; } = true;
/// <summary>
/// The relative space to cover in 1 millisecond. based on 1 game pixel per millisecond as in osu-stable.
/// </summary>
public const double BASE_SPEED = 1.0;
/// <summary>
/// The amount by which caught fruit should be offset from the plate surface to make them look visually "caught".
/// </summary>
public const float CAUGHT_FRUIT_VERTICAL_OFFSET = -5;
/// <summary>
/// The amount by which caught fruit should be scaled down to fit on the plate.
/// </summary>
private const float caught_fruit_scale_adjust = 0.5f;
[NotNull]
private readonly Container trailsTarget;
private CatcherTrailDisplay trails;
/// <summary>
/// Contains caught objects on the plate.
/// </summary>
private readonly Container<CaughtObject> caughtObjectContainer;
/// <summary>
/// Contains objects dropped from the plate.
/// </summary>
private readonly Container<CaughtObject> droppedObjectTarget;
public CatcherAnimationState CurrentState { get; private set; }
/// <summary>
/// The width of the catcher which can receive fruit. Equivalent to "catchMargin" in osu-stable.
/// </summary>
public const float ALLOWED_CATCH_RANGE = 0.8f;
/// <summary>
/// The drawable catcher for <see cref="CurrentState"/>.
/// </summary>
internal Drawable CurrentDrawableCatcher => currentCatcher.Drawable;
private bool dashing;
public bool Dashing
{
get => dashing;
protected set
{
if (value == dashing) return;
dashing = value;
updateTrailVisibility();
}
}
/// <summary>
/// Width of the area that can be used to attempt catches during gameplay.
/// </summary>
private readonly float catchWidth;
private readonly CatcherSprite catcherIdle;
private readonly CatcherSprite catcherKiai;
private readonly CatcherSprite catcherFail;
private CatcherSprite currentCatcher;
private Color4 hyperDashColour = DEFAULT_HYPER_DASH_COLOUR;
private Color4 hyperDashEndGlowColour = DEFAULT_HYPER_DASH_COLOUR;
private int currentDirection;
private double hyperDashModifier = 1;
private int hyperDashDirection;
private float hyperDashTargetPosition;
private Bindable<bool> hitLighting;
private readonly DrawablePool<HitExplosion> hitExplosionPool;
private readonly Container<HitExplosion> hitExplosionContainer;
private readonly DrawablePool<CaughtFruit> caughtFruitPool;
private readonly DrawablePool<CaughtBanana> caughtBananaPool;
private readonly DrawablePool<CaughtDroplet> caughtDropletPool;
public Catcher([NotNull] Container trailsTarget, [NotNull] Container<CaughtObject> droppedObjectTarget, BeatmapDifficulty difficulty = null)
{
this.trailsTarget = trailsTarget;
this.droppedObjectTarget = droppedObjectTarget;
Origin = Anchor.TopCentre;
Size = new Vector2(CatcherArea.CATCHER_SIZE);
if (difficulty != null)
Scale = calculateScale(difficulty);
catchWidth = CalculateCatchWidth(Scale);
InternalChildren = new Drawable[]
{
hitExplosionPool = new DrawablePool<HitExplosion>(10),
caughtFruitPool = new DrawablePool<CaughtFruit>(50),
caughtBananaPool = new DrawablePool<CaughtBanana>(100),
// less capacity is needed compared to fruit because droplet is not stacked
caughtDropletPool = new DrawablePool<CaughtDroplet>(25),
caughtObjectContainer = new Container<CaughtObject>
{
Anchor = Anchor.TopCentre,
Origin = Anchor.BottomCentre,
},
catcherIdle = new CatcherSprite(CatcherAnimationState.Idle)
{
Anchor = Anchor.TopCentre,
Alpha = 0,
},
catcherKiai = new CatcherSprite(CatcherAnimationState.Kiai)
{
Anchor = Anchor.TopCentre,
Alpha = 0,
},
catcherFail = new CatcherSprite(CatcherAnimationState.Fail)
{
Anchor = Anchor.TopCentre,
Alpha = 0,
},
hitExplosionContainer = new Container<HitExplosion>
{
Anchor = Anchor.TopCentre,
Origin = Anchor.BottomCentre,
},
};
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
hitLighting = config.GetBindable<bool>(OsuSetting.HitLighting);
trails = new CatcherTrailDisplay(this);
updateCatcher();
}
protected override void LoadComplete()
{
base.LoadComplete();
// don't add in above load as we may potentially modify a parent in an unsafe manner.
trailsTarget.Add(trails);
}
/// <summary>
/// Creates proxied content to be displayed beneath hitobjects.
/// </summary>
public Drawable CreateProxiedContent() => caughtObjectContainer.CreateProxy();
/// <summary>
/// Calculates the scale of the catcher based off the provided beatmap difficulty.
/// </summary>
private static Vector2 calculateScale(BeatmapDifficulty difficulty) => new Vector2(1.0f - 0.7f * (difficulty.CircleSize - 5) / 5);
/// <summary>
/// Calculates the width of the area used for attempting catches in gameplay.
/// </summary>
/// <param name="scale">The scale of the catcher.</param>
public static float CalculateCatchWidth(Vector2 scale) => CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
/// <summary>
/// Calculates the width of the area used for attempting catches in gameplay.
/// </summary>
/// <param name="difficulty">The beatmap difficulty.</param>
public static float CalculateCatchWidth(BeatmapDifficulty difficulty) => CalculateCatchWidth(calculateScale(difficulty));
/// <summary>
/// Determine if this catcher can catch a <see cref="CatchHitObject"/> in the current position.
/// </summary>
public bool CanCatch(CatchHitObject hitObject)
{
if (!(hitObject is PalpableCatchHitObject fruit))
return false;
var halfCatchWidth = catchWidth * 0.5f;
// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
var catchObjectPosition = fruit.EffectiveX;
var catcherPosition = Position.X;
return catchObjectPosition >= catcherPosition - halfCatchWidth &&
catchObjectPosition <= catcherPosition + halfCatchWidth;
}
public void OnNewResult(DrawableCatchHitObject drawableObject, JudgementResult result)
{
var catchResult = (CatchJudgementResult)result;
catchResult.CatcherAnimationState = CurrentState;
catchResult.CatcherHyperDash = HyperDashing;
if (!(drawableObject is DrawablePalpableCatchHitObject palpableObject)) return;
var hitObject = palpableObject.HitObject;
if (result.IsHit)
{
var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X);
if (CatchFruitOnPlate)
placeCaughtObject(palpableObject, positionInStack);
if (hitLighting.Value)
addLighting(hitObject, positionInStack.X, drawableObject.AccentColour.Value);
}
// droplet doesn't affect the catcher state
if (hitObject is TinyDroplet) return;
if (result.IsHit && hitObject.HyperDash)
{
var target = hitObject.HyperDashTarget;
var timeDifference = target.StartTime - hitObject.StartTime;
double positionDifference = target.EffectiveX - X;
var velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
SetHyperDashState(Math.Abs(velocity), target.EffectiveX);
}
else
SetHyperDashState();
if (result.IsHit)
updateState(hitObject.Kiai ? CatcherAnimationState.Kiai : CatcherAnimationState.Idle);
else if (!(hitObject is Banana))
updateState(CatcherAnimationState.Fail);
}
public void OnRevertResult(DrawableCatchHitObject drawableObject, JudgementResult result)
{
var catchResult = (CatchJudgementResult)result;
if (CurrentState != catchResult.CatcherAnimationState)
updateState(catchResult.CatcherAnimationState);
if (HyperDashing != catchResult.CatcherHyperDash)
{
if (catchResult.CatcherHyperDash)
SetHyperDashState(2);
else
SetHyperDashState();
}
caughtObjectContainer.RemoveAll(d => d.HitObject == drawableObject.HitObject);
droppedObjectTarget.RemoveAll(d => d.HitObject == drawableObject.HitObject);
hitExplosionContainer.RemoveAll(d => d.HitObject == drawableObject.HitObject);
}
/// <summary>
/// Set hyper-dash state.
/// </summary>
/// <param name="modifier">The speed multiplier. If this is less or equals to 1, this catcher will be non-hyper-dashing state.</param>
/// <param name="targetPosition">When this catcher crosses this position, this catcher ends hyper-dashing.</param>
public void SetHyperDashState(double modifier = 1, float targetPosition = -1)
{
var wasHyperDashing = HyperDashing;
if (modifier <= 1 || X == targetPosition)
{
hyperDashModifier = 1;
hyperDashDirection = 0;
if (wasHyperDashing)
runHyperDashStateTransition(false);
}
else
{
hyperDashModifier = modifier;
hyperDashDirection = Math.Sign(targetPosition - X);
hyperDashTargetPosition = targetPosition;
if (!wasHyperDashing)
{
trails.DisplayEndGlow();
runHyperDashStateTransition(true);
}
}
}
public void UpdatePosition(float position)
{
position = Math.Clamp(position, 0, CatchPlayfield.WIDTH);
if (position == X)
return;
Scale = new Vector2(Math.Abs(Scale.X) * (position > X ? 1 : -1), Scale.Y);
X = position;
}
public bool OnPressed(CatchAction action)
{
switch (action)
{
case CatchAction.MoveLeft:
currentDirection--;
return true;
case CatchAction.MoveRight:
currentDirection++;
return true;
case CatchAction.Dash:
Dashing = true;
return true;
}
return false;
}
public void OnReleased(CatchAction action)
{
switch (action)
{
case CatchAction.MoveLeft:
currentDirection++;
break;
case CatchAction.MoveRight:
currentDirection--;
break;
case CatchAction.Dash:
Dashing = false;
break;
}
}
/// <summary>
/// Drop any fruit off the plate.
/// </summary>
public void Drop() => clearPlate(DroppedObjectAnimation.Drop);
/// <summary>
/// Explode all fruit off the plate.
/// </summary>
public void Explode() => clearPlate(DroppedObjectAnimation.Explode);
private void runHyperDashStateTransition(bool hyperDashing)
{
updateTrailVisibility();
this.FadeColour(hyperDashing ? hyperDashColour : Color4.White, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
}
private void updateTrailVisibility() => trails.DisplayTrail = Dashing || HyperDashing;
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
hyperDashColour =
skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDash)?.Value ??
DEFAULT_HYPER_DASH_COLOUR;
hyperDashEndGlowColour =
skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashAfterImage)?.Value ??
hyperDashColour;
trails.HyperDashTrailsColour = hyperDashColour;
trails.EndGlowSpritesColour = hyperDashEndGlowColour;
runHyperDashStateTransition(HyperDashing);
}
protected override void Update()
{
base.Update();
if (currentDirection == 0) return;
var direction = Math.Sign(currentDirection);
var dashModifier = Dashing ? 1 : 0.5;
var speed = BASE_SPEED * dashModifier * hyperDashModifier;
UpdatePosition((float)(X + direction * Clock.ElapsedFrameTime * speed));
// Correct overshooting.
if ((hyperDashDirection > 0 && hyperDashTargetPosition < X) ||
(hyperDashDirection < 0 && hyperDashTargetPosition > X))
{
X = hyperDashTargetPosition;
SetHyperDashState();
}
}
private void updateCatcher()
{
currentCatcher?.Hide();
switch (CurrentState)
{
default:
currentCatcher = catcherIdle;
break;
case CatcherAnimationState.Fail:
currentCatcher = catcherFail;
break;
case CatcherAnimationState.Kiai:
currentCatcher = catcherKiai;
break;
}
currentCatcher.Show();
(currentCatcher.Drawable as IFramedAnimation)?.GotoFrame(0);
}
private void updateState(CatcherAnimationState state)
{
if (CurrentState == state)
return;
CurrentState = state;
updateCatcher();
}
private void placeCaughtObject(DrawablePalpableCatchHitObject drawableObject, Vector2 position)
{
var caughtObject = getCaughtObject(drawableObject.HitObject);
if (caughtObject == null) return;
caughtObject.CopyStateFrom(drawableObject);
caughtObject.Anchor = Anchor.TopCentre;
caughtObject.Position = position;
caughtObject.Scale *= caught_fruit_scale_adjust;
caughtObjectContainer.Add(caughtObject);
if (!caughtObject.StaysOnPlate)
removeFromPlate(caughtObject, DroppedObjectAnimation.Explode);
}
private Vector2 computePositionInStack(Vector2 position, float displayRadius)
{
// this is taken from osu-stable (lenience should be 10 * 10 at standard scale).
const float lenience_adjust = 10 / CatchHitObject.OBJECT_RADIUS;
float adjustedRadius = displayRadius * lenience_adjust;
float checkDistance = MathF.Pow(adjustedRadius, 2);
// offset fruit vertically to better place "above" the plate.
position.Y += CAUGHT_FRUIT_VERTICAL_OFFSET;
while (caughtObjectContainer.Any(f => Vector2Extensions.DistanceSquared(f.Position, position) < checkDistance))
{
position.X += RNG.NextSingle(-adjustedRadius, adjustedRadius);
position.Y -= RNG.NextSingle(0, 5);
}
return position;
}
private void addLighting(CatchHitObject hitObject, float x, Color4 colour)
{
HitExplosion hitExplosion = hitExplosionPool.Get();
hitExplosion.HitObject = hitObject;
hitExplosion.X = x;
hitExplosion.Scale = new Vector2(hitObject.Scale);
hitExplosion.ObjectColour = colour;
hitExplosionContainer.Add(hitExplosion);
}
private CaughtObject getCaughtObject(PalpableCatchHitObject source)
{
switch (source)
{
case Fruit _:
return caughtFruitPool.Get();
case Banana _:
return caughtBananaPool.Get();
case Droplet _:
return caughtDropletPool.Get();
default:
return null;
}
}
private CaughtObject getDroppedObject(CaughtObject caughtObject)
{
var droppedObject = getCaughtObject(caughtObject.HitObject);
droppedObject.CopyStateFrom(caughtObject);
droppedObject.Anchor = Anchor.TopLeft;
droppedObject.Position = caughtObjectContainer.ToSpaceOfOtherDrawable(caughtObject.DrawPosition, droppedObjectTarget);
return droppedObject;
}
private void clearPlate(DroppedObjectAnimation animation)
{
var droppedObjects = caughtObjectContainer.Children.Select(getDroppedObject).ToArray();
caughtObjectContainer.Clear(false);
droppedObjectTarget.AddRange(droppedObjects);
foreach (var droppedObject in droppedObjects)
applyDropAnimation(droppedObject, animation);
}
private void removeFromPlate(CaughtObject caughtObject, DroppedObjectAnimation animation)
{
var droppedObject = getDroppedObject(caughtObject);
caughtObjectContainer.Remove(caughtObject);
droppedObjectTarget.Add(droppedObject);
applyDropAnimation(droppedObject, animation);
}
private void applyDropAnimation(Drawable d, DroppedObjectAnimation animation)
{
switch (animation)
{
case DroppedObjectAnimation.Drop:
d.MoveToY(d.Y + 75, 750, Easing.InSine);
d.FadeOut(750);
break;
case DroppedObjectAnimation.Explode:
var originalX = droppedObjectTarget.ToSpaceOfOtherDrawable(d.DrawPosition, caughtObjectContainer).X * Scale.X;
d.MoveToY(d.Y - 50, 250, Easing.OutSine).Then().MoveToY(d.Y + 50, 500, Easing.InSine);
d.MoveToX(d.X + originalX * 6, 1000);
d.FadeOut(750);
break;
}
d.Expire();
}
private enum DroppedObjectAnimation
{
Drop,
Explode
}
}
}