Tidy up code into a presentable state

This commit is contained in:
Dean Herbert 2022-02-02 16:26:10 +09:00
parent 2e46404fe5
commit 6e41a6e704

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
@ -23,30 +22,26 @@ namespace osu.Game.Rulesets.Osu.Mods
public override string Acronym => "AA";
public override IconUsage? Icon => FontAwesome.Solid.MousePointer;
public override ModType Type => ModType.Fun;
public override string Description => "No need to chase the circle, the circle chases you";
public override string Description => "No need to chase the circle the circle chases you!";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
private IFrameStableClock gameplayClock;
[SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)]
[SettingSource("Assist strength", "How much this mod will assist you.", 0)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
{
Precision = 0.05f,
MinValue = 0.1f,
MinValue = 0.05f,
MaxValue = 1.0f,
};
private OsuInputManager inputManager;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Grab the input manager for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points
// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
@ -54,33 +49,21 @@ namespace osu.Game.Rulesets.Osu.Mods
public void Update(Playfield playfield)
{
var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
double currentTime = playfield.Clock.CurrentTime;
// Move all currently alive object to new destination
foreach (var drawable in playfield.HitObjectContainer.AliveObjects.OfType<DrawableOsuHitObject>())
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
var h = drawable.HitObject;
switch (drawable)
{
case DrawableHitCircle circle:
easeTo(circle, cursorPos);
break;
case DrawableSlider slider:
// Move slider to cursor
if (!slider.HeadCircle.Result.HasResult)
{
easeTo(slider, cursorPos);
}
// Move slider so that sliderball stays on the cursor
else
{
slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider
easeTo(slider, cursorPos - slider.Ball.DrawPosition);
}
break;
}
@ -89,7 +72,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(500, 50, AssistStrength.Value);
double dampLength = Interpolation.Lerp(3000, 40, AssistStrength.Value);
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);