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https://github.com/ppy/osu
synced 2025-01-19 12:30:50 +00:00
Add back ScaleAdjust
to triangles
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parent
088397b0c3
commit
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@ -1,17 +1,18 @@
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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.Utils;
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using osuTK;
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using System;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Allocation;
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using System.Collections.Generic;
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using osu.Framework.Graphics.Rendering;
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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.Colour;
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using osu.Framework.Graphics.Primitives;
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using osu.Framework.Graphics.Rendering;
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using osu.Framework.Graphics.Shaders;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osuTK;
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namespace osu.Game.Graphics.Backgrounds
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{
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@ -27,6 +28,8 @@ namespace osu.Game.Graphics.Backgrounds
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public float Thickness { get; set; } = 0.02f; // No need for invalidation since it's happening in Update()
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public float ScaleAdjust { get; set; } = 1;
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/// <summary>
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/// Whether we should create new triangles as others expire.
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/// </summary>
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@ -106,7 +109,7 @@ namespace osu.Game.Graphics.Backgrounds
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parts[i] = newParticle;
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float bottomPos = parts[i].Position.Y + triangle_size * equilateral_triangle_ratio / DrawHeight;
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float bottomPos = parts[i].Position.Y + triangle_size * ScaleAdjust * equilateral_triangle_ratio / DrawHeight;
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if (bottomPos < 0)
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parts.RemoveAt(i);
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}
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@ -149,7 +152,7 @@ namespace osu.Game.Graphics.Backgrounds
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if (randomY)
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{
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// since triangles are drawn from the top - allow them to be positioned a bit above the screen
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float maxOffset = triangle_size * equilateral_triangle_ratio / DrawHeight;
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float maxOffset = triangle_size * ScaleAdjust * equilateral_triangle_ratio / DrawHeight;
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y = Interpolation.ValueAt(nextRandom(), -maxOffset, 1f, 0f, 1f);
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}
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@ -188,7 +191,7 @@ namespace osu.Game.Graphics.Backgrounds
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private readonly List<TriangleParticle> parts = new List<TriangleParticle>();
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private readonly Vector2 triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size;
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private Vector2 triangleSize;
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private Vector2 size;
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private float thickness;
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@ -209,6 +212,7 @@ namespace osu.Game.Graphics.Backgrounds
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size = Source.DrawSize;
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thickness = Source.Thickness;
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clampAxes = Source.ClampAxes;
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triangleSize = new Vector2(1f, equilateral_triangle_ratio) * triangle_size * Source.ScaleAdjust;
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Quad triangleQuad = new Quad(
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Vector2Extensions.Transform(Vector2.Zero, DrawInfo.Matrix),
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