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https://github.com/ppy/osu
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Tidy up code into a presentable state
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@ -2,7 +2,6 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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@ -23,30 +22,26 @@ namespace osu.Game.Rulesets.Osu.Mods
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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 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 circle – the circle chases you!";
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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) };
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private IFrameStableClock gameplayClock;
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[SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)]
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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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{
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Precision = 0.05f,
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MinValue = 0.1f,
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MinValue = 0.05f,
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MaxValue = 1.0f,
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};
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private OsuInputManager inputManager;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Grab the input manager for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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gameplayClock = drawableRuleset.FrameStableClock;
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// Hide judgment displays and follow points
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// Hide judgment displays and follow points as they won't make any sense.
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// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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@ -54,33 +49,21 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void Update(Playfield playfield)
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{
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
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double currentTime = playfield.Clock.CurrentTime;
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// Move all currently alive object to new destination
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
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foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
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{
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var h = drawable.HitObject;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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easeTo(circle, cursorPos);
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break;
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case DrawableSlider slider:
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// Move slider to cursor
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if (!slider.HeadCircle.Result.HasResult)
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{
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easeTo(slider, cursorPos);
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}
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// Move slider so that sliderball stays on the cursor
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else
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{
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slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider
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easeTo(slider, cursorPos - slider.Ball.DrawPosition);
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}
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break;
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}
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@ -89,7 +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(500, 50, AssistStrength.Value);
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double dampLength = Interpolation.Lerp(3000, 40, AssistStrength.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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