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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySmoke.cs

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