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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModFlashlight.cs
2019-04-12 15:33:31 +09:00

81 lines
2.7 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.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObjects
{
public override double ScoreMultiplier => 1.12;
private const float default_flashlight_size = 180;
private OsuFlashlight flashlight;
public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (DrawableSlider drawable in drawables.OfType<DrawableSlider>())
{
drawable.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
}
}
private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
{
private int trackingSliders;
public OsuFlashlight()
{
FlashlightSize = new Vector2(0, getSizeFor(0));
}
public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
{
if (e.NewValue)
trackingSliders++;
else
trackingSliders--;
// If there are any sliders in a tracking state, apply a dim to the entire playfield over a brief duration.
this.TransformTo(nameof(FlashlightDim), trackingSliders > 0 ? 0.8f : 0.0f, 50);
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
FlashlightPosition = e.MousePosition;
return base.OnMouseMove(e);
}
private float getSizeFor(int combo)
{
if (combo > 200)
return default_flashlight_size * 0.8f;
else if (combo > 100)
return default_flashlight_size * 0.9f;
else
return default_flashlight_size;
}
protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";
}
}
}