1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 16:47:52 +08:00
osu-lazer/osu.Game/Rulesets/Mods/ModBarrelRoll.cs
2021-07-05 23:52:39 +08:00

58 lines
2.3 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.Bindables;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModBarrelRoll<TObject> : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<TObject>
where TObject : HitObject
{
/// <summary>
/// The current angle of rotation being applied by this mod.
/// Generally should be used to apply inverse rotation to elements which should not be rotated.
/// </summary>
protected float CurrentRotation { get; private set; }
[SettingSource("Roll speed", "Rotations per minute")]
public BindableNumber<double> SpinSpeed { get; } = new BindableDouble(0.5)
{
MinValue = 0.02,
MaxValue = 12,
Precision = 0.01,
};
[SettingSource("Direction", "The direction of rotation")]
public Bindable<RotationDirection> Direction { get; } = new Bindable<RotationDirection>();
public override string Name => "Barrel Roll";
public override string Acronym => "BR";
public override string Description => "The whole playfield is on a wheel!";
public override double ScoreMultiplier => 1;
public override string SettingDescription => $"{SpinSpeed.Value} rpm {Direction.Value.GetDescription().ToLowerInvariant()}";
public void Update(Playfield playfield)
{
playfield.Rotation = CurrentRotation = (Direction.Value == RotationDirection.Counterclockwise ? -1 : 1) * 360 * (float)(playfield.Time.Current / 60000 * SpinSpeed.Value);
}
public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
{
// scale the playfield to allow all hitobjects to stay within the visible region.
var playfieldSize = drawableRuleset.Playfield.DrawSize;
var minSide = MathF.Min(playfieldSize.X, playfieldSize.Y);
var maxSide = MathF.Max(playfieldSize.X, playfieldSize.Y);
drawableRuleset.Playfield.Scale = new Vector2(minSide / maxSide);
}
}
}