Major code refactors

This commit is contained in:
Dean Herbert 2018-12-07 21:11:35 +09:00
parent 7d9cdf6f81
commit 4f34d42b33
3 changed files with 217 additions and 274 deletions

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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModBlinds : Mod, IApplicableToRulesetContainer<OsuHitObject>, IApplicableToScoreProcessor
{
public override string Name => "Blinds";
public override string Description => "Play with blinds on your screen.";
public override string Acronym => "BL";
public override FontAwesome Icon => FontAwesome.fa_adjust;
public override ModType Type => ModType.DifficultyIncrease;
public override string Description => "Play with blinds on your screen.";
public override bool Ranked => false;
public override double ScoreMultiplier => 1.12;
private DrawableOsuBlinds flashlight;
private DrawableOsuBlinds blinds;
public void ApplyToRulesetContainer(RulesetContainer<OsuHitObject> rulesetContainer)
{
bool hasEasy = rulesetContainer.ActiveMods.Any(m => m is ModEasy);
bool hasHardrock = rulesetContainer.ActiveMods.Any(m => m is ModHardRock);
rulesetContainer.Overlays.Add(flashlight = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, hasEasy, hasHardrock, rulesetContainer.Beatmap));
rulesetContainer.Overlays.Add(blinds = new DrawableOsuBlinds(rulesetContainer.Playfield.HitObjectContainer, hasEasy, hasHardrock, rulesetContainer.Beatmap));
}
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
scoreProcessor.Health.ValueChanged += val => { flashlight.AnimateTarget((float)val); };
scoreProcessor.Health.ValueChanged += val => { blinds.AnimateClosedness((float)val); };
}
/// <summary>
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
/// </summary>
public class DrawableOsuBlinds : Container
{
/// <summary>
/// Black background boxes behind blind panel textures.
/// </summary>
private Box blackBoxLeft, blackBoxRight;
private Drawable panelLeft, panelRight, bgPanelLeft, bgPanelRight;
private readonly Beatmap<OsuHitObject> beatmap;
/// <summary>
/// Value between 0 and 1 setting a maximum "closedness" for the blinds.
/// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this.
/// </summary>
private const float target_clamp = 1;
private readonly float targetBreakMultiplier = 0;
private readonly float easing = 1;
private const float black_depth = 10;
private const float bg_panel_depth = 8;
private const float fg_panel_depth = 4;
private readonly CompositeDrawable restrictTo;
private readonly bool modEasy, modHardrock;
/// <summary>
/// <para>
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
/// </para>
/// <para>
/// -1 would mean the blinds always cover the whole screen no matter health.
/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
/// 1 would mean the blinds are fully outside the playfield on 50% health.
/// Infinity would mean the blinds are always outside the playfield except on 100% health.
/// </para>
/// </summary>
private const float leniency = 0.1f;
public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap<OsuHitObject> beatmap)
{
this.restrictTo = restrictTo;
this.beatmap = beatmap;
modEasy = hasEasy;
modHardrock = hasHardrock;
}
[BackgroundDependencyLoader]
private void load()
{
RelativeSizeAxes = Axes.Both;
Children = new[]
{
blackBoxLeft = new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1,
Depth = black_depth
},
blackBoxRight = new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1,
Depth = black_depth
},
bgPanelLeft = new ModBlindsPanel
{
Origin = Anchor.TopRight,
Colour = Color4.Gray,
Depth = bg_panel_depth + 1
},
panelLeft = new ModBlindsPanel
{
Origin = Anchor.TopRight,
Depth = bg_panel_depth
},
bgPanelRight = new ModBlindsPanel
{
Origin = Anchor.TopLeft,
Colour = Color4.Gray,
Depth = fg_panel_depth + 1
},
panelRight = new ModBlindsPanel
{
Origin = Anchor.TopLeft,
Depth = fg_panel_depth
},
};
}
private float applyGap(float value)
{
const float easy_multiplier = 0.95f;
const float hardrock_multiplier = 1.1f;
float multiplier = 1;
if (modEasy)
{
multiplier = easy_multiplier;
// TODO: include OD/CS
}
else if (modHardrock)
{
multiplier = hardrock_multiplier;
// TODO: include OD/CS
}
return MathHelper.Clamp(value * multiplier, 0, target_clamp) * targetBreakMultiplier;
}
private static float applyAdjustmentCurve(float value)
{
// lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve
return 0.6f * value * value + 0.4f * value;
}
protected override void Update()
{
float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
float rawWidth = end - start;
start -= rawWidth * leniency * 0.5f;
end += rawWidth * leniency * 0.5f;
float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing));
// different values in case the playfield ever moves from center to somewhere else.
blackBoxLeft.Width = start + width;
blackBoxRight.Width = DrawWidth - end + width;
panelLeft.X = start + width;
panelRight.X = end - width;
bgPanelLeft.X = start;
bgPanelRight.X = end;
}
protected override void LoadComplete()
{
const float break_open_early = 500;
const float break_close_late = 250;
base.LoadComplete();
var firstObj = beatmap.HitObjects[0];
var startDelay = firstObj.StartTime - firstObj.TimePreempt;
using (BeginAbsoluteSequence(startDelay + break_close_late, true))
leaveBreak();
foreach (var breakInfo in beatmap.Breaks)
{
if (breakInfo.HasEffect)
{
using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true))
{
enterBreak();
using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true))
leaveBreak();
}
}
}
}
private void enterBreak() => this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine);
private void leaveBreak() => this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce);
/// <summary>
/// 0 is open, 1 is closed.
/// </summary>
public void AnimateClosedness(float value) => this.TransformTo(nameof(easing), value, 200, Easing.OutQuint);
public class ModBlindsPanel : CompositeDrawable
{
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
InternalChild = new SkinnableDrawable("Play/osu/blinds-panel", s => new Sprite { Texture = textures.Get("Play/osu/blinds-panel") })
{
RelativeSizeAxes = Axes.Both,
};
}
}
}
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Beatmaps;
using osu.Game.Skinning;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
/// <summary>
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
/// </summary>
public class DrawableOsuBlinds : Container
{
/// <summary>
/// Black background boxes behind blind panel textures.
/// </summary>
private Box blackBoxLeft, blackBoxRight;
private Sprite panelLeft, panelRight;
private Sprite bgPanelLeft, bgPanelRight;
private readonly Beatmap<OsuHitObject> beatmap;
private ISkinSource skin;
private float targetClamp = 1;
private readonly float targetBreakMultiplier = 0;
private float target = 1;
private readonly float easing = 1;
private const float black_depth = 10;
private const float bg_panel_depth = 8;
private const float fg_panel_depth = 4;
private readonly CompositeDrawable restrictTo;
private readonly bool modEasy, modHardrock;
/// <summary>
/// <para>
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
/// </para>
/// <para>
/// -1 would mean the blinds always cover the whole screen no matter health.
/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
/// 1 would mean the blinds are fully outside the playfield on 50% health.
/// Infinity would mean the blinds are always outside the playfield except on 100% health.
/// </para>
/// </summary>
private const float leniency = 0.1f;
public DrawableOsuBlinds(CompositeDrawable restrictTo, bool hasEasy, bool hasHardrock, Beatmap<OsuHitObject> beatmap)
{
this.restrictTo = restrictTo;
this.beatmap = beatmap;
modEasy = hasEasy;
modHardrock = hasHardrock;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, TextureStore textures)
{
RelativeSizeAxes = Axes.Both;
Width = 1;
Height = 1;
Add(blackBoxLeft = new Box
{
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1,
Depth = black_depth
});
Add(blackBoxRight = new Box
{
Anchor = Anchor.TopRight,
Origin = Anchor.TopRight,
Colour = Color4.Black,
RelativeSizeAxes = Axes.Y,
Width = 0,
Height = 1,
Depth = black_depth
});
Add(bgPanelLeft = new ModBlindsPanelSprite {
Origin = Anchor.TopRight,
Colour = Color4.Gray,
Depth = bg_panel_depth + 1
});
Add(panelLeft = new ModBlindsPanelSprite {
Origin = Anchor.TopRight,
Depth = bg_panel_depth
});
Add(bgPanelRight = new ModBlindsPanelSprite {
Origin = Anchor.TopLeft,
Colour = Color4.Gray,
Depth = fg_panel_depth + 1
});
Add(panelRight = new ModBlindsPanelSprite {
Origin = Anchor.TopLeft,
Depth = fg_panel_depth
});
this.skin = skin;
skin.SourceChanged += skinChanged;
PanelTexture = textures.Get("Play/osu/blinds-panel");
}
private void skinChanged()
{
PanelTexture = skin.GetTexture("Play/osu/blinds-panel");
}
private float applyGap(float value)
{
const float easy_multiplier = 0.95f;
const float hardrock_multiplier = 1.1f;
float multiplier = 1;
if (modEasy)
{
multiplier = easy_multiplier;
// TODO: include OD/CS
}
else if (modHardrock)
{
multiplier = hardrock_multiplier;
// TODO: include OD/CS
}
return MathHelper.Clamp(value * multiplier, 0, targetClamp) * targetBreakMultiplier;
}
private static float applyAdjustmentCurve(float value)
{
// lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve
return 0.6f * value * value + 0.4f * value;
}
protected override void Update()
{
float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
float rawWidth = end - start;
start -= rawWidth * leniency * 0.5f;
end += rawWidth * leniency * 0.5f;
float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing));
// different values in case the playfield ever moves from center to somewhere else.
blackBoxLeft.Width = start + width;
blackBoxRight.Width = DrawWidth - end + width;
panelLeft.X = start + width;
panelRight.X = end - width;
bgPanelLeft.X = start;
bgPanelRight.X = end;
}
protected override void LoadComplete()
{
const float break_open_early = 500;
const float break_close_late = 250;
base.LoadComplete();
var firstObj = beatmap.HitObjects[0];
var startDelay = firstObj.StartTime - firstObj.TimePreempt;
using (BeginAbsoluteSequence(startDelay + break_close_late, true))
LeaveBreak();
foreach (var breakInfo in beatmap.Breaks)
{
if (breakInfo.HasEffect)
{
using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true))
{
EnterBreak();
using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true))
LeaveBreak();
}
}
}
}
public void EnterBreak()
{
this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine);
}
public void LeaveBreak()
{
this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce);
}
/// <summary>
/// Value between 0 and 1 setting a maximum "closedness" for the blinds.
/// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this.
/// </summary>
public float TargetClamp
{
get => targetClamp;
set => targetClamp = value;
}
/// <summary>
/// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing.
/// </summary>
public void AnimateTarget(float value)
{
target = value;
this.TransformTo(nameof(easing), target, 200, Easing.OutQuint);
}
public float Target
{
get => target;
}
public Texture PanelTexture
{
set
{
panelLeft.Texture = value;
panelRight.Texture = value;
bgPanelLeft.Texture = value;
bgPanelRight.Texture = value;
}
}
}
}

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
{
public class ModBlindsPanelSprite : Sprite
{
public ModBlindsPanelSprite()
{
RelativeSizeAxes = Axes.None;
Anchor = Anchor.TopLeft;
}
protected override void Update()
{
Height = Parent?.DrawHeight ?? 0;
if (Height == 0 || Texture == null)
Width = 0;
else
Width = Texture.Width / (float)Texture.Height * Height;
}
}
}