Add static configuration

This commit is contained in:
Dean Herbert 2022-06-10 18:27:58 +09:00
parent 5deaa42e9f
commit ba14d646c3

View File

@ -4,12 +4,15 @@
#nullable enable
using System;
using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osuTK;
@ -25,11 +28,11 @@ namespace osu.Game.Screens.Utility
private readonly List<HitEvent> hitEvents = new List<HitEvent>();
private int? lastGeneratedBeat;
private double? lastGeneratedBeatTime;
private const double beat_length = 500;
private const double approach_rate_milliseconds = 100;
private const float spacing = 0.1f;
private static readonly BindableDouble beat_length = new BindableDouble(500) { MinValue = 200, MaxValue = 1000 };
private static readonly BindableDouble approach_rate_milliseconds = new BindableDouble(100) { MinValue = 50, MaxValue = 500 };
private static readonly BindableFloat spacing = new BindableFloat(0.2f) { MinValue = 0.05f, MaxValue = 0.4f };
protected override void LoadComplete()
{
@ -37,12 +40,40 @@ namespace osu.Game.Screens.Utility
InternalChildren = new Drawable[]
{
new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
Width = 400,
Spacing = new Vector2(2),
Direction = FillDirection.Vertical,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new SettingsSlider<double>
{
LabelText = "time spacing",
Current = beat_length
},
new SettingsSlider<float>
{
LabelText = "visual spacing",
Current = spacing
},
new SettingsSlider<double>
{
LabelText = "approach time",
Current = approach_rate_milliseconds
},
}
},
unstableRate = new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Font = OsuFont.Default.With(size: 24)
}
Font = OsuFont.Default.With(size: 24),
Y = -100,
},
};
}
@ -50,45 +81,53 @@ namespace osu.Game.Screens.Utility
{
base.Update();
int nextBeat = (int)(Clock.CurrentTime / beat_length);
// We want to generate a few hit objects ahead of the current time (to allow them to animate).
if (lastGeneratedBeat == null || nextBeat != lastGeneratedBeat)
int nextBeat = (int)(Clock.CurrentTime / beat_length.Value) + 1;
double generateUpTo = (nextBeat + 2) * beat_length.Value;
while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
{
// generate four beats ahead to allow time for beats to display.
newBeat(nextBeat + 4);
lastGeneratedBeat = nextBeat;
double time = ++nextBeat * beat_length.Value;
if (time <= lastGeneratedBeatTime)
continue;
newBeat(time);
lastGeneratedBeatTime = time;
}
}
private void newBeat(int index)
private void newBeat(double time)
{
nextLocation++;
Vector2 location;
const float spacing_low = 0.5f - spacing;
const float spacing_high = 0.5f + spacing;
float spacingLow = 0.5f - spacing.Value;
float spacingHigh = 0.5f + spacing.Value;
switch (nextLocation % 4)
{
default:
location = new Vector2(spacing_low, spacing_low);
location = new Vector2(spacingLow, spacingLow);
break;
case 1:
location = new Vector2(spacing_high, spacing_high);
location = new Vector2(spacingHigh, spacingHigh);
break;
case 2:
location = new Vector2(spacing_high, spacing_low);
location = new Vector2(spacingHigh, spacingLow);
break;
case 3:
location = new Vector2(spacing_low, spacing_high);
location = new Vector2(spacingLow, spacingHigh);
break;
}
AddInternal(new SampleHitCircle(index * beat_length)
AddInternal(new SampleHitCircle(time)
{
RelativePositionAxes = Axes.Both,
Position = location,
@ -186,7 +225,7 @@ namespace osu.Game.Screens.Utility
{
base.Update();
approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds, 0, 100));
approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds.Value, 0, 100));
Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
if (Clock.CurrentTime > HitTime + 200)