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