adjustable assist strength + dont update spinner & running slider

This commit is contained in:
MaxOhn 2022-01-06 14:47:58 +01:00
parent 04d060aba3
commit b9d2a10530

View File

@ -11,6 +11,8 @@ using osu.Game.Rulesets.Osu.UI;
using osuTK;
using System.Linq;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Configuration;
using osu.Framework.Bindables;
namespace osu.Game.Rulesets.Osu.Mods
{
@ -24,16 +26,16 @@ namespace osu.Game.Rulesets.Osu.Mods
public override double ScoreMultiplier => 1;
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;
[SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.3f)
{
Precision = 0.05f,
MinValue = 0.0f,
MaxValue = 1.0f,
};
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
// Grab the input manager for future use
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
// Hide judgment displays and follow points
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
@ -41,75 +43,23 @@ namespace osu.Game.Rulesets.Osu.Mods
public void Update(Playfield playfield)
{
var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
Vector2 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>())
{
var h = drawable.HitObject;
switch (drawable)
if (currentTime < h.StartTime && (drawable is DrawableHitCircle || drawable is DrawableSlider))
{
case DrawableHitCircle circle:
double timeMoving = currentTime - (h.StartTime - h.TimePreempt);
float percentDoneMoving = (float)(timeMoving / h.TimePreempt);
float percentDistLeft = Math.Clamp(AssistStrength.Value - percentDoneMoving + 0.1f, 0, 1);
// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
circle.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
// FIXME: some circles cause flash at original(?) position when clicked too early
break;
case DrawableSlider slider:
// Move slider to cursor
if (currentTime < h.StartTime)
{
slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
}
// Move slider so that sliderball stays on the cursor
else
{
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 _next_ to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
}
else
{
// Move spinner visually
Vector2 delta = spin_radius * (spinner.Position - prevCursorPos ?? cursorPos).Normalized();
const float angle = 3 * MathF.PI / 180; // radians per update, arbitrary value
// Rotation matrix
var targetPos = new Vector2(
delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
);
spinner.MoveTo(targetPos);
// 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;
Vector2 targetPos = drawable.Position + percentDistLeft * (cursorPos - drawable.Position);
drawable.MoveTo(targetPos, h.StartTime - currentTime);
}
}
prevCursorPos = cursorPos;
}
}
}