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64 lines
3.0 KiB
C#
64 lines
3.0 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 osu.Framework.Graphics;
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using osu.Framework.Platform;
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using osuTK;
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namespace osu.Game.Extensions
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{
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public static class DrawableExtensions
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{
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/// <summary>
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/// Shakes this drawable.
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/// </summary>
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/// <param name="target">The target to shake.</param>
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/// <param name="shakeDuration">The length of a single shake.</param>
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/// <param name="shakeMagnitude">Pixels of displacement per shake.</param>
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/// <param name="maximumLength">The maximum length the shake should last.</param>
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public static void Shake(this Drawable target, double shakeDuration = 80, float shakeMagnitude = 8, double? maximumLength = null)
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{
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// if we don't have enough time, don't bother shaking.
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if (maximumLength < shakeDuration * 2)
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return;
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var sequence = target.MoveToX(shakeMagnitude, shakeDuration / 2, Easing.OutSine).Then()
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.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
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// if we don't have enough time for the second shake, skip it.
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if (!maximumLength.HasValue || maximumLength >= shakeDuration * 4)
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{
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sequence = sequence
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.MoveToX(shakeMagnitude, shakeDuration, Easing.InOutSine).Then()
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.MoveToX(-shakeMagnitude, shakeDuration, Easing.InOutSine).Then();
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}
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sequence.MoveToX(0, shakeDuration / 2, Easing.InSine);
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}
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/// <summary>
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/// Accepts a delta vector in screen-space coordinates and converts it to one which can be applied to this drawable's position.
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/// </summary>
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/// <param name="drawable">The drawable.</param>
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/// <param name="delta">A delta in screen-space coordinates.</param>
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/// <returns>The delta vector in Parent's coordinates.</returns>
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public static Vector2 ScreenSpaceDeltaToParentSpace(this Drawable drawable, Vector2 delta) =>
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drawable.Parent!.ToLocalSpace(drawable.Parent!.ToScreenSpace(Vector2.Zero) + delta);
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/// <summary>
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/// Some elements don't handle rewind correctly and fixing them is non-trivial.
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/// In the future we need a better solution to this, but as a temporary work-around, give these components the game-wide
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/// clock so they don't need to worry about rewind.
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///
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/// This only works if input handling components handle OnPressed/OnReleased which results in a correct state while rewinding.
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///
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/// This is kinda dodgy (and will cause weirdness when pausing gameplay) but is better than completely broken rewind.
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/// </summary>
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public static void ApplyGameWideClock(this Drawable drawable, GameHost host)
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{
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drawable.Clock = host.UpdateThread.Clock;
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drawable.ProcessCustomClock = false;
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}
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}
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}
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