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osu-lazer/osu.Game.Rulesets.Catch/Mods/CatchModFlashlight.cs

73 lines
2.5 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 osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Catch.Mods
{
public class CatchModFlashlight : ModFlashlight<CatchHitObject>
{
public override double ScoreMultiplier => 1.12;
[SettingSource("Change radius based on combo", "Decrease the flashlight radius as combo increases.")]
public override BindableBool ChangeRadius { get; } = new BindableBool
{
Default = true,
Value = true
};
[SettingSource("Initial radius", "Initial radius of the flashlight area.")]
public override BindableNumber<float> InitialRadius { get; } = new BindableNumber<float>
{
MinValue = 150f,
MaxValue = 600f,
Default = 350f,
Value = 350f,
Precision = 5f
};
public override Flashlight CreateFlashlight() => new CatchFlashlight(playfield, ChangeRadius.Value, InitialRadius.Value);
private CatchPlayfield playfield;
public override void ApplyToDrawableRuleset(DrawableRuleset<CatchHitObject> drawableRuleset)
{
playfield = (CatchPlayfield)drawableRuleset.Playfield;
base.ApplyToDrawableRuleset(drawableRuleset);
}
private class CatchFlashlight : Flashlight
{
private readonly CatchPlayfield playfield;
public CatchFlashlight(CatchPlayfield playfield, bool isRadiusBasedOnCombo, float initialRadius)
: base(isRadiusBasedOnCombo, initialRadius)
{
this.playfield = playfield;
FlashlightSize = new Vector2(0, GetRadiusFor(0));
}
protected override void Update()
{
base.Update();
FlashlightPosition = playfield.CatcherArea.ToSpaceOfOtherDrawable(playfield.Catcher.DrawPosition, this);
}
protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, GetRadiusFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";
}
}
}