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95 lines
2.9 KiB
C#
95 lines
2.9 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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#nullable disable
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Screens.Menu;
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namespace osu.Game.Screens.Play
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{
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public partial class KiaiGameplayFountains : BeatSyncedContainer
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{
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private StarFountain leftFountain = null!;
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private StarFountain rightFountain = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new[]
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{
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leftFountain = new GameplayStarFountain
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{
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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X = 75,
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},
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rightFountain = new GameplayStarFountain
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{
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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X = -75,
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},
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};
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}
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private bool isTriggered;
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private double? lastTrigger;
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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base.OnNewBeat(beatIndex, timingPoint, effectPoint, amplitudes);
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if (effectPoint.KiaiMode && !isTriggered)
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{
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bool isNearEffectPoint = Math.Abs(BeatSyncSource.Clock.CurrentTime - effectPoint.Time) < 500;
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if (isNearEffectPoint)
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Shoot();
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}
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isTriggered = effectPoint.KiaiMode;
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}
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public void Shoot()
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{
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if (lastTrigger != null && Clock.CurrentTime - lastTrigger < 500)
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return;
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leftFountain.Shoot(1);
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rightFountain.Shoot(-1);
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lastTrigger = Clock.CurrentTime;
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}
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public partial class GameplayStarFountain : StarFountain
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{
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protected override StarFountainSpewer CreateSpewer() => new GameplayStarFountainSpewer();
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private partial class GameplayStarFountainSpewer : StarFountainSpewer
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{
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protected override double ShootDuration => 400;
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public GameplayStarFountainSpewer()
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: base(perSecond: 180)
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{
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}
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protected override float GetCurrentAngle()
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{
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const float x_velocity_from_direction = 450;
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const float x_velocity_to_direction = 600;
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return LastShootDirection * RNG.NextSingle(x_velocity_from_direction, x_velocity_to_direction);
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}
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}
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}
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}
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}
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