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154 lines
5.6 KiB
C#
154 lines
5.6 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 System;
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using osu.Framework.Graphics;
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using osu.Framework.Utils;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public class LegacySmoke : Smoke
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{
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// fade values
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private const double initial_fade_out_duration = 4000;
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private const double re_fade_in_speed = 3;
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private const double re_fade_in_duration = 50;
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private const double final_fade_out_speed = 2;
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private const double final_fade_out_duration = 8000;
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private const float initial_alpha = 0.6f;
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private const float re_fade_in_alpha = 1f;
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// scale values
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private const double scale_duration = 1200;
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private const float initial_scale = 0.65f;
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private const float final_scale = 1f;
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// rotation values
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private const double rotation_duration = 500;
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private const float max_rotation = 0.25f;
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protected int RotationSeed { get; set; } = RNG.Next();
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public override double LifetimeEnd
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{
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get
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{
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double initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
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return SmokeEndTime + final_fade_out_duration + initialFadeOutDurationTrunc / re_fade_in_speed + initialFadeOutDurationTrunc / final_fade_out_speed;
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}
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}
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private readonly ISkin skin;
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public LegacySmoke(ISkin skin)
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{
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this.skin = skin;
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Texture = skin.GetTexture("cursor-smoke");
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}
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protected override DrawNode CreateDrawNode() => new LegacySmokeDrawNode(this);
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protected class LegacySmokeDrawNode : SmokeDrawNode
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{
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protected new LegacySmoke Source => (LegacySmoke)base.Source;
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private double initialFadeOutDurationTrunc;
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private double initialFadeOutTime;
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private double reFadeInTime;
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private double finalFadeOutTime;
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private int rotationSeed;
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private Random rotationRNG = new Random();
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public LegacySmokeDrawNode(ITexturedShaderDrawable source)
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: base(source)
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{
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}
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public override void ApplyState()
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{
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base.ApplyState();
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initialFadeOutDurationTrunc = Math.Min(initial_fade_out_duration, SmokeEndTime - SmokeStartTime);
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rotationSeed = Source.RotationSeed;
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rotationRNG = new Random(rotationSeed);
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initialFadeOutTime = Math.Min(CurrentTime, SmokeEndTime);
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reFadeInTime = re_fade_in_speed * (CurrentTime - SmokeEndTime) + SmokeEndTime - initialFadeOutDurationTrunc;
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finalFadeOutTime = final_fade_out_speed * (CurrentTime - SmokeEndTime) + SmokeEndTime - initialFadeOutDurationTrunc * (1 + 1 / re_fade_in_speed);
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}
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protected override Color4 PointColour(SmokePoint point)
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{
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var color = Color4.White;
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double timeDoingInitialFadeOut = initialFadeOutTime - point.Time;
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if (timeDoingInitialFadeOut > 0)
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{
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float fraction = Math.Clamp((float)(timeDoingInitialFadeOut / initial_fade_out_duration), 0, 1);
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color.A = (1 - fraction) * initial_alpha;
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}
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if (color.A > 0)
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{
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double timeDoingReFadeIn = reFadeInTime - point.Time;
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double timeDoingFinalFadeOut = finalFadeOutTime - point.Time;
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if (timeDoingFinalFadeOut > 0)
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{
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float fraction = Math.Clamp((float)(timeDoingFinalFadeOut / final_fade_out_duration), 0, 1);
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fraction = MathF.Pow(fraction, 5);
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color.A = (1 - fraction) * re_fade_in_alpha;
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}
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else if (timeDoingReFadeIn > 0)
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{
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float fraction = Math.Clamp((float)(timeDoingReFadeIn / re_fade_in_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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color.A = fraction * (re_fade_in_alpha - color.A) + color.A;
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}
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}
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return color;
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}
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protected override float PointScale(SmokePoint point)
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{
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double timeDoingScale = CurrentTime - point.Time;
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float fraction = Math.Clamp((float)(timeDoingScale / scale_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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return fraction * (final_scale - initial_scale) + initial_scale;
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}
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protected override Vector2 PointDirection(SmokePoint point)
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{
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float initialAngle = MathF.Atan2(point.Direction.Y, point.Direction.X);
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float finalAngle = initialAngle + nextRotation();
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double timeDoingRotation = CurrentTime - point.Time;
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float fraction = Math.Clamp((float)(timeDoingRotation / rotation_duration), 0, 1);
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fraction = 1 - MathF.Pow(1 - fraction, 5);
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float angle = fraction * (finalAngle - initialAngle) + initialAngle;
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return new Vector2(MathF.Sin(angle), -MathF.Cos(angle));
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}
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private float nextRotation() => max_rotation * ((float)rotationRNG.NextDouble() * 2 - 1);
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}
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}
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}
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