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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModWiggle.cs

83 lines
3.4 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using OpenTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Wiggle";
public override string ShortenedName => "WG";
public override FontAwesome Icon => FontAwesome.fa_arrows_alt;
public override ModType Type => ModType.Fun;
public override string Description => "They just won't stay still...";
public override double ScoreMultiplier => 1;
private readonly int wiggle_delay = 90; // (ms) Higher = fewer wiggles
private readonly int wiggle_strength = 10; // Higher = stronger wiggles
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach(var drawable in drawables)
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
}
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
var hitObject = (OsuHitObject)drawable.HitObject;
Vector2 origPos = drawable.Position;
Random distRand = new Random(hitObject.ComboOffset);
Random angleRand = new Random(hitObject.IndexInCurrentCombo);
// Wiggle all objects during TimePreempt
int amountWiggles = (int)hitObject.TimePreempt / wiggle_delay;
for (int i = 0; i < amountWiggles; i++)
{
using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt + i * wiggle_delay, true))
{
float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
drawable.MoveTo(wiggledPos, wiggle_delay);
}
}
// Keep wiggling sliders and spinners for their duration
double objDuration;
if (hitObject is Slider slider)
{
objDuration = slider.Duration;
}
else if (hitObject is Spinner spinner)
{
objDuration = spinner.Duration;
}
else
return;
amountWiggles = (int)(objDuration / wiggle_delay);
for (int i = 0; i < amountWiggles; i++)
{
using (drawable.BeginAbsoluteSequence(hitObject.StartTime + i * wiggle_delay, true))
{
float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
drawable.MoveTo(wiggledPos, wiggle_delay);
}
}
}
}
}