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https://github.com/ppy/osu
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Merge pull request #17588 from peppy/aim-assist-rename
Rename "Aim Assist" to "Magnetised" to better suit the mod's behaviour
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commit
0a86bf6fb1
@ -6,18 +6,18 @@ using osu.Game.Rulesets.Osu.Mods;
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namespace osu.Game.Rulesets.Osu.Tests.Mods
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{
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public class TestSceneOsuModAimAssist : OsuModTestScene
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public class TestSceneOsuModMagnetised : OsuModTestScene
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{
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[TestCase(0.1f)]
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[TestCase(0.5f)]
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[TestCase(1)]
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public void TestAimAssist(float strength)
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public void TestMagnetised(float strength)
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{
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CreateModTest(new ModTestData
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{
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Mod = new OsuModAimAssist
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Mod = new OsuModMagnetised
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{
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AssistStrength = { Value = strength },
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AttractionStrength = { Value = strength },
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},
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PassCondition = () => true,
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Autoplay = false,
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@ -22,7 +22,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Automation;
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModAimAssist) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay), typeof(OsuModMagnetised) };
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public bool PerformFail() => false;
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@ -12,7 +12,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModAutoplay : ModAutoplay
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAimAssist), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
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public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
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=> new ModReplayData(new OsuAutoGenerator(beatmap, mods).Generate(), new ModCreatedUser { Username = "Autoplay" });
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@ -13,7 +13,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModCinema : ModCinema<OsuHitObject>
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAimAssist), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModAutopilot), typeof(OsuModSpunOut) }).ToArray();
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public override ModReplayData CreateReplayData(IBeatmap beatmap, IReadOnlyList<Mod> mods)
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=> new ModReplayData(new OsuAutoGenerator(beatmap, mods).Generate(), new ModCreatedUser { Username = "Autoplay" });
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@ -16,20 +16,20 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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internal class OsuModMagnetised : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Aim Assist";
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public override string Acronym => "AA";
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public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
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public override string Name => "Magnetised";
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public override string Acronym => "MG";
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public override IconUsage? Icon => FontAwesome.Solid.Magnet;
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public override ModType Type => ModType.Fun;
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public override string Description => "No need to chase the circle – the circle chases you!";
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public override string Description => "No need to chase the circles – your cursor is a magnet!";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax) };
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private IFrameStableClock gameplayClock;
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[SettingSource("Assist strength", "How much this mod will assist you.", 0)]
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public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
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[SettingSource("Attraction strength", "How strong the pull is.", 0)]
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public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
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{
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Precision = 0.05f,
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MinValue = 0.05f,
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@ -72,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private void easeTo(DrawableHitObject hitObject, Vector2 destination)
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{
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double dampLength = Interpolation.Lerp(3000, 40, AssistStrength.Value);
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double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
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@ -19,7 +19,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
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{
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public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModAimAssist) }).ToArray();
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModAutopilot), typeof(OsuModMagnetised) }).ToArray();
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/// <summary>
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/// How early before a hitobject's start time to trigger a hit.
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override string Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModAimAssist) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised) };
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private float theta;
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@ -20,7 +20,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Fun;
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public override string Description => "They just won't stay still...";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModAimAssist) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised) };
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private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_strength = 10; // Higher = stronger wiggles
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@ -195,7 +195,7 @@ namespace osu.Game.Rulesets.Osu
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new OsuModApproachDifferent(),
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new OsuModMuted(),
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new OsuModNoScope(),
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new OsuModAimAssist(),
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new OsuModMagnetised(),
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new ModAdaptiveSpeed()
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};
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