2023-07-13 11:31:00 +00:00
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// 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 osu.Framework.Allocation;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Screens.Menu
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{
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public partial class StarFountain : SkinReloadableDrawable
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{
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private StarFountainSpewer spewer = null!;
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[Resolved]
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private TextureStore textures { get; set; } = null!;
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChild = spewer = new StarFountainSpewer();
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}
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public void Shoot(int direction) => spewer.Shoot(direction);
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protected override void SkinChanged(ISkinSource skin)
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{
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base.SkinChanged(skin);
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spewer.Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
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}
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public partial class StarFountainSpewer : ParticleSpewer
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{
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private const int particle_duration_min = 300;
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private const int particle_duration_max = 1000;
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private double? lastShootTime;
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private int lastShootDirection;
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protected override float ParticleGravity => 800;
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private const double shoot_duration = 800;
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protected override bool CanSpawnParticles => lastShootTime != null && Time.Current - lastShootTime < shoot_duration;
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[Resolved]
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private ISkinSource skin { get; set; } = null!;
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public StarFountainSpewer()
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: base(null, 240, particle_duration_max)
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{
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}
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = skin.GetTexture("Menu/fountain-star") ?? textures.Get("Menu/fountain-star");
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Active.Value = true;
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}
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protected override FallingParticle CreateParticle()
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{
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return new FallingParticle
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{
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StartPosition = new Vector2(0, 50),
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Duration = RNG.NextSingle(particle_duration_min, particle_duration_max),
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StartAngle = getRandomVariance(4),
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EndAngle = getRandomVariance(2),
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EndScale = 2.2f + getRandomVariance(0.4f),
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Velocity = new Vector2(getCurrentAngle(), -1400 + getRandomVariance(100)),
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};
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}
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private float getCurrentAngle()
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{
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const float x_velocity_from_direction = 500;
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const float x_velocity_random_variance = 60;
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return lastShootDirection * x_velocity_from_direction * (float)(1 - 2 * (Clock.CurrentTime - lastShootTime!.Value) / shoot_duration) + getRandomVariance(x_velocity_random_variance);
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}
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public void Shoot(int direction)
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{
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lastShootTime = Clock.CurrentTime;
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lastShootDirection = direction;
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}
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private static float getRandomVariance(float variance) => RNG.NextSingle(-variance, variance);
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}
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}
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}
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