mirror of
https://github.com/ppy/osu.git
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164 lines
6.3 KiB
C#
164 lines
6.3 KiB
C#
using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Depth";
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public override string Acronym => "DH";
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public override IconUsage? Icon => FontAwesome.Solid.Cube;
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "3D. Almost.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
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private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -100);
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[SettingSource("Maximum Depth", "How far away object appear.", 0)]
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public BindableFloat MaxDepth { get; } = new BindableFloat(100)
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{
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Precision = 10,
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MinValue = 50,
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MaxValue = 200
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};
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[SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)]
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public BindableBool ShowApproachCircles { get; } = new BindableBool(true);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Hide judgment displays and follow points as they won't make any sense.
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// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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public override void ApplyToDrawableHitObject(DrawableHitObject dho)
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{
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base.ApplyToDrawableHitObject(dho);
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switch (dho)
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{
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case DrawableSliderHead:
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case DrawableSliderTail:
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case DrawableSliderTick:
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case DrawableSliderRepeat:
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return;
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case DrawableHitCircle:
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case DrawableSlider:
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dho.Anchor = Anchor.Centre;
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break;
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}
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}
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private void applyTransform(DrawableHitObject drawable, ArmedState state)
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{
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switch (drawable)
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{
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case DrawableSliderHead head:
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if (!ShowApproachCircles.Value)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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using (head.BeginAbsoluteSequence(appearTime))
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head.ApproachCircle.Hide();
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}
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break;
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case DrawableSliderTail:
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case DrawableSliderTick:
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case DrawableSliderRepeat:
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return;
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case DrawableHitCircle circle:
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if (!ShowApproachCircles.Value)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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using (circle.BeginAbsoluteSequence(appearTime))
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circle.ApproachCircle.Hide();
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}
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setStartPosition(drawable);
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break;
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case DrawableSlider:
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setStartPosition(drawable);
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break;
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}
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}
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private void setStartPosition(DrawableHitObject drawable)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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float d = mappedDepth(MaxDepth.Value);
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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{
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drawable.MoveTo(positionAtDepth(d, hitObject.Position));
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drawable.ScaleTo(new Vector2(d));
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}
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}
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public void Update(Playfield playfield)
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{
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double time = playfield.Time.Current;
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
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{
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switch (drawable)
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{
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case DrawableSliderHead:
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case DrawableSliderTail:
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case DrawableSliderTick:
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case DrawableSliderRepeat:
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continue;
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case DrawableHitCircle:
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case DrawableSlider:
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var hitObject = (OsuHitObject)drawable.HitObject;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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double moveDuration = hitObject.TimePreempt;
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float z = time > appearTime + moveDuration ? 0 : (MaxDepth.Value - (float)((time - appearTime) / moveDuration * MaxDepth.Value));
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float d = mappedDepth(z);
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drawable.Position = positionAtDepth(d, hitObject.Position);
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drawable.Scale = new Vector2(d);
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break;
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}
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}
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}
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private static float mappedDepth(float depth) => 100 / (depth - camera_position.Z);
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private static Vector2 positionAtDepth(float mappedDepth, Vector2 positionAtZeroDepth)
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{
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return (positionAtZeroDepth - camera_position.Xy) * mappedDepth;
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}
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}
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}
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