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osu-lazer/osu.Game/Rulesets/Mods/ModFlashlight.cs
2018-11-20 17:14:59 +09:00

154 lines
5.2 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.Allocation;
using osu.Framework.Configuration;
using osu.Framework.Graphics;
using osu.Framework.Graphics.OpenGL.Vertices;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps.Timing;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModFlashlight<T> : Mod, IApplicableToRulesetContainer<T>, IApplicableToScoreProcessor
where T : HitObject
{
public override string Name => "Flashlight";
public override string ShortenedName => "FL";
public override FontAwesome Icon => FontAwesome.fa_osu_mod_flashlight;
public override ModType Type => ModType.DifficultyIncrease;
public override string Description => "Restricted view area.";
public override bool Ranked => true;
public const double FLASHLIGHT_FADE_DURATION = 800;
protected readonly BindableInt Combo = new BindableInt();
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
Combo.BindTo(scoreProcessor.Combo);
}
public virtual void ApplyToRulesetContainer(RulesetContainer<T> rulesetContainer)
{
var flashlight = CreateFlashlight();
flashlight.Combo = Combo;
flashlight.RelativeSizeAxes = Axes.Both;
flashlight.Colour = Color4.Black;
rulesetContainer.KeyBindingInputManager.Add(flashlight);
flashlight.Breaks = rulesetContainer.Beatmap.Breaks;
}
public abstract Flashlight CreateFlashlight();
public abstract class Flashlight : Drawable
{
internal BindableInt Combo;
private Shader shader;
protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
public override bool RemoveCompletedTransforms => false;
public List<BreakPeriod> Breaks;
protected override void ApplyDrawNode(DrawNode node)
{
base.ApplyDrawNode(node);
var flashNode = (FlashlightDrawNode)node;
flashNode.Shader = shader;
flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix);
}
[BackgroundDependencyLoader]
private void load(ShaderManager shaderManager)
{
shader = shaderManager.Load("PositionAndColour", FragmentShader);
}
protected override void LoadComplete()
{
base.LoadComplete();
Combo.ValueChanged += OnComboChange;
this.FadeInFromZero(FLASHLIGHT_FADE_DURATION);
foreach (var breakPeriod in Breaks)
{
if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
}
}
protected abstract void OnComboChange(int newCombo);
protected abstract string FragmentShader { get; }
private Vector2 flashlightPosition;
protected Vector2 FlashlightPosition
{
get => flashlightPosition;
set
{
if (flashlightPosition == value) return;
flashlightPosition = value;
Invalidate(Invalidation.DrawNode);
}
}
private Vector2 flashlightSize;
protected Vector2 FlashlightSize
{
get => flashlightSize;
set
{
if (flashlightSize == value) return;
flashlightSize = value;
Invalidate(Invalidation.DrawNode);
}
}
}
private class FlashlightDrawNode : DrawNode
{
public Shader Shader;
public Quad ScreenSpaceDrawQuad;
public Vector2 FlashlightPosition;
public Vector2 FlashlightSize;
public override void Draw(Action<TexturedVertex2D> vertexAction)
{
base.Draw(vertexAction);
Shader.Bind();
Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
Shader.Unbind();
}
}
}
}