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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModDepth.cs
Andrei Zavatski 68907fe1ba Cleanup pass
2023-12-05 02:48:11 +03:00

139 lines
5.9 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 osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => "Depth";
public override string Acronym => "DH";
public override IconUsage? Icon => FontAwesome.Solid.Cube;
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "3D. Almost.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -100);
private readonly float minDepth = depthForScale(1.5f);
[SettingSource("Maximum depth", "How far away objects appear.", 0)]
public BindableFloat MaxDepth { get; } = new BindableFloat(100)
{
Precision = 10,
MinValue = 50,
MaxValue = 200
};
[SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)]
public BindableBool ShowApproachCircles { get; } = new BindableBool(true);
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
private void applyTransform(DrawableHitObject drawable, ArmedState state)
{
switch (drawable)
{
case DrawableHitCircle circle:
if (!ShowApproachCircles.Value)
{
var hitObject = (OsuHitObject)drawable.HitObject;
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
using (circle.BeginAbsoluteSequence(appearTime))
circle.ApproachCircle.Hide();
}
break;
}
}
public void Update(Playfield playfield)
{
double time = playfield.Time.Current;
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
switch (drawable)
{
case DrawableHitCircle circle:
processObject(time, circle, 0);
break;
case DrawableSlider slider:
processObject(time, slider, slider.HitObject.Duration);
break;
}
}
}
private void processObject(double time, DrawableOsuHitObject drawable, double duration)
{
var hitObject = drawable.HitObject;
double baseSpeed = MaxDepth.Value / hitObject.TimePreempt;
double offsetAfterStartTime = duration + hitObject.MaximumJudgementOffset + 500;
double slowSpeed = Math.Min(-minDepth / offsetAfterStartTime, baseSpeed);
double decelerationTime = hitObject.TimePreempt * 0.2;
float decelerationDistance = (float)(decelerationTime * (baseSpeed + slowSpeed) * 0.5);
float z;
if (time < hitObject.StartTime - decelerationTime)
{
double appearTime = hitObject.StartTime - hitObject.TimePreempt;
float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime));
z = fullDistance - (float)((Math.Max(time, appearTime) - appearTime) * baseSpeed);
}
else if (time < hitObject.StartTime)
{
double timeOffset = time - (hitObject.StartTime - decelerationTime);
double deceleration = (slowSpeed - baseSpeed) / decelerationTime;
z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5);
}
else
{
double endTime = hitObject.StartTime + offsetAfterStartTime;
z = -(float)((Math.Min(time, endTime) - hitObject.StartTime) * slowSpeed);
}
float scale = scaleForDepth(z);
drawable.Position = toPlayfieldPosition(scale, hitObject.Position);
drawable.Scale = new Vector2(scale);
}
private static float scaleForDepth(float depth) => 100 / (depth - camera_position.Z);
private static float depthForScale(float scale) => 100 / scale + camera_position.Z;
private static Vector2 toPlayfieldPosition(float scale, Vector2 positionAtZeroDepth)
{
return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy;
}
}
}