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163 lines
5.4 KiB
C#
163 lines
5.4 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 System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.OpenGL.Vertices;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps.Timing;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModFlashlight : Mod
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{
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public override string Name => "Flashlight";
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public override string Acronym => "FL";
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_flashlight;
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public override ModType Type => ModType.DifficultyIncrease;
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public override string Description => "Restricted view area.";
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public override bool Ranked => true;
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internal ModFlashlight()
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{
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}
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}
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public abstract class ModFlashlight<T> : ModFlashlight, IApplicableToDrawableRuleset<T>, IApplicableToScoreProcessor
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where T : HitObject
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{
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public const double FLASHLIGHT_FADE_DURATION = 800;
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protected readonly BindableInt Combo = new BindableInt();
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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Combo.BindTo(scoreProcessor.Combo);
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}
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public virtual void ApplyToDrawableRuleset(DrawableRuleset<T> drawableRuleset)
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{
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var flashlight = CreateFlashlight();
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flashlight.Combo = Combo;
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flashlight.RelativeSizeAxes = Axes.Both;
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flashlight.Colour = Color4.Black;
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drawableRuleset.KeyBindingInputManager.Add(flashlight);
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flashlight.Breaks = drawableRuleset.Beatmap.Breaks;
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}
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public abstract Flashlight CreateFlashlight();
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public abstract class Flashlight : Drawable
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{
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internal BindableInt Combo;
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private IShader shader;
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protected override DrawNode CreateDrawNode() => new FlashlightDrawNode();
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public override bool RemoveCompletedTransforms => false;
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public List<BreakPeriod> Breaks;
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protected override void ApplyDrawNode(DrawNode node)
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{
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base.ApplyDrawNode(node);
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var flashNode = (FlashlightDrawNode)node;
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flashNode.Shader = shader;
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flashNode.ScreenSpaceDrawQuad = ScreenSpaceDrawQuad;
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flashNode.FlashlightPosition = Vector2Extensions.Transform(FlashlightPosition, DrawInfo.Matrix);
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flashNode.FlashlightSize = Vector2Extensions.Transform(FlashlightSize, DrawInfo.Matrix);
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}
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[BackgroundDependencyLoader]
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private void load(ShaderManager shaderManager)
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{
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shader = shaderManager.Load("PositionAndColour", FragmentShader);
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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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Combo.ValueChanged += OnComboChange;
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this.FadeInFromZero(FLASHLIGHT_FADE_DURATION);
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foreach (var breakPeriod in Breaks)
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{
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if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
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this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
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this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
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}
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}
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protected abstract void OnComboChange(ValueChangedEvent<int> e);
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protected abstract string FragmentShader { get; }
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private Vector2 flashlightPosition;
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protected Vector2 FlashlightPosition
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{
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get => flashlightPosition;
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set
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{
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if (flashlightPosition == value) return;
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flashlightPosition = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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private Vector2 flashlightSize;
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protected Vector2 FlashlightSize
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{
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get => flashlightSize;
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set
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{
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if (flashlightSize == value) return;
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flashlightSize = value;
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Invalidate(Invalidation.DrawNode);
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}
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}
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}
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private class FlashlightDrawNode : DrawNode
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{
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public IShader Shader;
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public Quad ScreenSpaceDrawQuad;
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public Vector2 FlashlightPosition;
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public Vector2 FlashlightSize;
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public override void Draw(Action<TexturedVertex2D> vertexAction)
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{
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base.Draw(vertexAction);
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Shader.Bind();
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Shader.GetUniform<Vector2>("flashlightPos").UpdateValue(ref FlashlightPosition);
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Shader.GetUniform<Vector2>("flashlightSize").UpdateValue(ref FlashlightSize);
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Texture.WhitePixel.DrawQuad(ScreenSpaceDrawQuad, DrawColourInfo.Colour, vertexAction: vertexAction);
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Shader.Unbind();
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}
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}
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}
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}
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