hold spinners & minor adjustments

This commit is contained in:
MaxOhn 2022-01-05 13:05:22 +01:00
parent 27a8bfa496
commit 5a62760fe4
1 changed files with 22 additions and 11 deletions

View File

@ -5,16 +5,16 @@
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
using System.Linq;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModAimAssist : Mod, IUpdatableByPlayfield
internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => "Aim Assist";
public override string Acronym => "AA";
@ -25,7 +25,15 @@ internal class OsuModAimAssist : Mod, IUpdatableByPlayfield
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
private const float spin_radius = 30;
private Vector2? prevCursorPos;
private OsuInputManager inputManager;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Grab the input manager for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
}
public void Update(Playfield playfield)
{
@ -34,20 +42,20 @@ public void Update(Playfield playfield)
// Hide judgment displays and follow points
playfield.DisplayJudgements.Value = false;
(playfield as OsuPlayfield)?.FollowPoints.Clear();
(playfield as OsuPlayfield)?.FollowPoints.Hide();
// Move all currently alive object to new destination
foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
{
var h = drawable.HitObject;
double endTime = h.GetEndTime();
switch (drawable)
{
case DrawableHitCircle circle:
// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10));
circle.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
// FIXME: some circles cause flash at original(?) position when clicked too early
break;
@ -61,16 +69,16 @@ public void Update(Playfield playfield)
// Move slider so that sliderball stays on the cursor
else
{
// FIXME: Hide flashes
//slider.HeadCircle.Hide();
slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider
slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
// FIXME: some sliders re-appearing at their original position for a single frame when they're done
}
break;
case DrawableSpinner spinner:
// Move spinner to cursor
// Move spinner _next_ to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
@ -89,9 +97,12 @@ public void Update(Playfield playfield)
spinner.MoveTo(targetPos);
// Logically finish spinner immediatly, no need for the user to click.
// Temporary workaround until spinner rotations are easier to handle, similar as Autopilot mod.
spinner.Result.RateAdjustedRotation = spinner.HitObject.SpinsRequired * 360;
// Move spinner logically
if (inputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false)
{
// Arbitrary value, might lead to some inconsistencies depending on clock rate, replay, ...
spinner.RotationTracker.AddRotation(2 * MathF.PI);
}
}
break;