mirror of
https://github.com/ppy/osu.git
synced 2024-12-30 07:52:56 +08:00
121 lines
4.9 KiB
C#
121 lines
4.9 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 System;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Pooling;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Pooling;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
|
|
{
|
|
/// <summary>
|
|
/// Visualises the <see cref="FollowPoint"/>s between two <see cref="DrawableOsuHitObject"/>s.
|
|
/// </summary>
|
|
public class FollowPointConnection : PoolableDrawableWithLifetime<FollowPointLifetimeEntry>
|
|
{
|
|
// Todo: These shouldn't be constants
|
|
public const int SPACING = 32;
|
|
public const double PREEMPT = 800;
|
|
|
|
public DrawablePool<FollowPoint> Pool;
|
|
|
|
protected override void OnApply(FollowPointLifetimeEntry entry)
|
|
{
|
|
base.OnApply(entry);
|
|
|
|
entry.Invalidated += onEntryInvalidated;
|
|
refreshPoints();
|
|
}
|
|
|
|
protected override void OnFree(FollowPointLifetimeEntry entry)
|
|
{
|
|
base.OnFree(entry);
|
|
|
|
entry.Invalidated -= onEntryInvalidated;
|
|
// Return points to the pool.
|
|
ClearInternal(false);
|
|
}
|
|
|
|
private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints);
|
|
|
|
private void refreshPoints()
|
|
{
|
|
ClearInternal(false);
|
|
|
|
var entry = Entry;
|
|
if (entry?.End == null) return;
|
|
|
|
OsuHitObject start = entry.Start;
|
|
OsuHitObject end = entry.End;
|
|
|
|
double startTime = start.GetEndTime();
|
|
|
|
Vector2 startPosition = start.StackedEndPosition;
|
|
Vector2 endPosition = end.StackedPosition;
|
|
|
|
Vector2 distanceVector = endPosition - startPosition;
|
|
int distance = (int)distanceVector.Length;
|
|
float rotation = (float)(Math.Atan2(distanceVector.Y, distanceVector.X) * (180 / Math.PI));
|
|
|
|
double finalTransformEndTime = startTime;
|
|
|
|
for (int d = (int)(SPACING * 1.5); d < distance - SPACING; d += SPACING)
|
|
{
|
|
float fraction = (float)d / distance;
|
|
Vector2 pointStartPosition = startPosition + (fraction - 0.1f) * distanceVector;
|
|
Vector2 pointEndPosition = startPosition + fraction * distanceVector;
|
|
|
|
GetFadeTimes(start, end, (float)d / distance, out double fadeInTime, out double fadeOutTime);
|
|
|
|
FollowPoint fp;
|
|
|
|
AddInternal(fp = Pool.Get());
|
|
|
|
fp.ClearTransforms();
|
|
fp.Position = pointStartPosition;
|
|
fp.Rotation = rotation;
|
|
fp.Alpha = 0;
|
|
fp.Scale = new Vector2(1.5f * end.Scale);
|
|
|
|
fp.AnimationStartTime.Value = fadeInTime;
|
|
|
|
using (fp.BeginAbsoluteSequence(fadeInTime))
|
|
{
|
|
fp.FadeIn(end.TimeFadeIn);
|
|
fp.ScaleTo(end.Scale, end.TimeFadeIn, Easing.Out);
|
|
fp.MoveTo(pointEndPosition, end.TimeFadeIn, Easing.Out);
|
|
fp.Delay(fadeOutTime - fadeInTime).FadeOut(end.TimeFadeIn).Expire();
|
|
|
|
finalTransformEndTime = fp.LifetimeEnd;
|
|
}
|
|
}
|
|
|
|
entry.LifetimeEnd = finalTransformEndTime;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Computes the fade time of follow point positioned between two hitobjects.
|
|
/// </summary>
|
|
/// <param name="start">The first <see cref="OsuHitObject"/>, where follow points should originate from.</param>
|
|
/// <param name="end">The second <see cref="OsuHitObject"/>, which follow points should target.</param>
|
|
/// <param name="fraction">The fractional distance along <paramref name="start"/> and <paramref name="end"/> at which the follow point is to be located.</param>
|
|
/// <param name="fadeInTime">The fade-in time of the follow point/</param>
|
|
/// <param name="fadeOutTime">The fade-out time of the follow point.</param>
|
|
public static void GetFadeTimes(OsuHitObject start, OsuHitObject end, float fraction, out double fadeInTime, out double fadeOutTime)
|
|
{
|
|
double startTime = start.GetEndTime();
|
|
double duration = end.StartTime - startTime;
|
|
|
|
// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
|
|
// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
|
|
// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
|
|
double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
|
|
|
|
fadeOutTime = startTime + fraction * duration;
|
|
fadeInTime = fadeOutTime - preempt;
|
|
}
|
|
}
|
|
}
|