mirror of
https://github.com/ppy/osu
synced 2024-12-23 23:33:36 +00:00
Add "ModBubbles" for the osu ruleset.
This commit is contained in:
parent
209d44746a
commit
bbb22479a8
19
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModBubbles.cs
Normal file
19
osu.Game.Rulesets.Osu.Tests/Mods/TestSceneOsuModBubbles.cs
Normal file
@ -0,0 +1,19 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using NUnit.Framework;
|
||||
using osu.Game.Rulesets.Osu.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Tests.Mods
|
||||
{
|
||||
public partial class TestSceneOsuModBubbles : OsuModTestScene
|
||||
{
|
||||
[Test]
|
||||
public void TestOsuModBubbles() => CreateModTest(new ModTestData
|
||||
{
|
||||
Mod = new OsuModBubbles(),
|
||||
Autoplay = true,
|
||||
PassCondition = () => true
|
||||
});
|
||||
}
|
||||
}
|
228
osu.Game.Rulesets.Osu/Mods/OsuModBubbles.cs
Normal file
228
osu.Game.Rulesets.Osu/Mods/OsuModBubbles.cs
Normal file
@ -0,0 +1,228 @@
|
||||
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Effects;
|
||||
using osu.Framework.Graphics.Performance;
|
||||
using osu.Framework.Graphics.Pooling;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Localisation;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Objects.Pooling;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Scoring;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public partial class OsuModBubbles : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToScoreProcessor
|
||||
{
|
||||
public override string Name => "Bubbles";
|
||||
|
||||
public override string Acronym => "BB";
|
||||
|
||||
public override LocalisableString Description => "Dont let their popping distract you!";
|
||||
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override ModType Type => ModType.Fun;
|
||||
|
||||
// Compatibility with these seems potentially feasible in the future, blocked for now because they dont work as one would expect
|
||||
public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
|
||||
|
||||
private PlayfieldAdjustmentContainer adjustmentContainer = null!;
|
||||
private BubbleContainer bubbleContainer = null!;
|
||||
|
||||
private readonly Bindable<int> currentCombo = new BindableInt();
|
||||
|
||||
private float maxSize;
|
||||
private float bubbleRadius;
|
||||
private double bubbleFade;
|
||||
|
||||
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
|
||||
|
||||
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
|
||||
{
|
||||
currentCombo.BindTo(scoreProcessor.Combo);
|
||||
currentCombo.BindValueChanged(combo =>
|
||||
maxSize = Math.Min(1.75f, (float)(1.25 + 0.005 * combo.NewValue)), true);
|
||||
}
|
||||
|
||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||
{
|
||||
// Multiplying by 2 results in an initial size that is too large, hence 1.85 has been chosen
|
||||
bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.85f);
|
||||
bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimeFadeIn * 2;
|
||||
|
||||
// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
|
||||
drawableRuleset.Playfield.DisplayJudgements.Value = false;
|
||||
|
||||
adjustmentContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
|
||||
|
||||
adjustmentContainer.Add(bubbleContainer = new BubbleContainer());
|
||||
drawableRuleset.KeyBindingInputManager.Add(adjustmentContainer);
|
||||
}
|
||||
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
|
||||
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyBubbleState(hitObject);
|
||||
|
||||
private void applyBubbleState(DrawableHitObject drawableObject)
|
||||
{
|
||||
if (drawableObject is not DrawableOsuHitObject drawableOsuObject || !drawableObject.Judged) return;
|
||||
|
||||
OsuHitObject hitObject = drawableOsuObject.HitObject;
|
||||
|
||||
switch (drawableOsuObject)
|
||||
{
|
||||
//Needs to be done explicitly to avoid being handled by DrawableHitCircle below
|
||||
case DrawableSliderHead:
|
||||
addBubbleContainer(hitObject.Position);
|
||||
break;
|
||||
|
||||
//Stack leniency causes placement issues if this isn't handled as such.
|
||||
case DrawableHitCircle hitCircle:
|
||||
addBubbleContainer(hitCircle.Position);
|
||||
break;
|
||||
|
||||
case DrawableSpinnerTick:
|
||||
case DrawableSlider:
|
||||
return;
|
||||
|
||||
default:
|
||||
addBubbleContainer(hitObject.Position);
|
||||
break;
|
||||
}
|
||||
|
||||
void addBubbleContainer(Vector2 position) => bubbleContainer.Add(new BubbleLifeTimeEntry
|
||||
{
|
||||
LifetimeStart = bubbleContainer.Time.Current,
|
||||
Colour = drawableOsuObject.AccentColour.Value,
|
||||
Position = position,
|
||||
InitialSize = new Vector2(bubbleRadius),
|
||||
MaxSize = maxSize,
|
||||
FadeTime = bubbleFade,
|
||||
IsHit = drawableOsuObject.IsHit
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
#region Pooled Bubble drawable
|
||||
|
||||
//LifetimeEntry flow is necessary to allow for correct rewind behaviour, can probably be made generic later if more mods are made requiring it
|
||||
//Todo: find solution to bubbles rewinding in "groups"
|
||||
private sealed partial class BubbleContainer : PooledDrawableWithLifetimeContainer<BubbleLifeTimeEntry, BubbleObject>
|
||||
{
|
||||
protected override bool RemoveRewoundEntry => true;
|
||||
|
||||
private readonly DrawablePool<BubbleObject> pool;
|
||||
|
||||
public BubbleContainer()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
AddInternal(pool = new DrawablePool<BubbleObject>(10, 1000));
|
||||
}
|
||||
|
||||
protected override BubbleObject GetDrawable(BubbleLifeTimeEntry entry) => pool.Get(d => d.Apply(entry));
|
||||
}
|
||||
|
||||
private sealed partial class BubbleObject : PoolableDrawableWithLifetime<BubbleLifeTimeEntry>
|
||||
{
|
||||
private readonly BubbleDrawable bubbleDrawable;
|
||||
|
||||
public BubbleObject()
|
||||
{
|
||||
InternalChild = bubbleDrawable = new BubbleDrawable();
|
||||
}
|
||||
|
||||
protected override void OnApply(BubbleLifeTimeEntry entry)
|
||||
{
|
||||
base.OnApply(entry);
|
||||
if (IsLoaded)
|
||||
apply(entry);
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
apply(Entry);
|
||||
}
|
||||
|
||||
private void apply(BubbleLifeTimeEntry? entry)
|
||||
{
|
||||
if (entry == null)
|
||||
return;
|
||||
|
||||
ApplyTransformsAt(float.MinValue, true);
|
||||
ClearTransforms(true);
|
||||
|
||||
Position = entry.Position;
|
||||
|
||||
bubbleDrawable.Animate(entry);
|
||||
|
||||
LifetimeEnd = bubbleDrawable.LatestTransformEndTime;
|
||||
}
|
||||
}
|
||||
|
||||
private partial class BubbleDrawable : CompositeDrawable
|
||||
{
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
InternalChild = new Circle
|
||||
{
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Masking = true,
|
||||
EdgeEffect = new EdgeEffectParameters
|
||||
{
|
||||
Colour = Colour4.Black.Opacity(0.05f),
|
||||
Type = EdgeEffectType.Shadow,
|
||||
Radius = 5
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
public void Animate(BubbleLifeTimeEntry entry)
|
||||
{
|
||||
Size = entry.InitialSize;
|
||||
this
|
||||
.ScaleTo(entry.MaxSize, entry.FadeTime * 6, Easing.OutSine)
|
||||
.FadeColour(entry.IsHit ? entry.Colour : Colour4.Black, entry.FadeTime, Easing.OutSine)
|
||||
.Delay(entry.FadeTime)
|
||||
.FadeColour(entry.IsHit ? entry.Colour.Darken(.4f) : Colour4.Black, entry.FadeTime * 5, Easing.OutSine)
|
||||
.Then()
|
||||
.ScaleTo(entry.MaxSize * 1.5f, entry.FadeTime, Easing.OutSine)
|
||||
.FadeTo(0, entry.FadeTime, Easing.OutQuint);
|
||||
}
|
||||
}
|
||||
|
||||
private class BubbleLifeTimeEntry : LifetimeEntry
|
||||
{
|
||||
public Vector2 InitialSize { get; set; }
|
||||
|
||||
public float MaxSize { get; set; }
|
||||
|
||||
public Vector2 Position { get; set; }
|
||||
|
||||
public Colour4 Colour { get; set; }
|
||||
|
||||
// FadeTime is based on the approach rate of the beatmap.
|
||||
public double FadeTime { get; set; }
|
||||
|
||||
// Whether the corresponding HitObject was hit
|
||||
public bool IsHit { get; set; }
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@ -202,7 +202,8 @@ namespace osu.Game.Rulesets.Osu
|
||||
new OsuModNoScope(),
|
||||
new MultiMod(new OsuModMagnetised(), new OsuModRepel()),
|
||||
new ModAdaptiveSpeed(),
|
||||
new OsuModFreezeFrame()
|
||||
new OsuModFreezeFrame(),
|
||||
new OsuModBubbles()
|
||||
};
|
||||
|
||||
case ModType.System:
|
||||
|
@ -83,6 +83,9 @@ namespace osu.Game.Rulesets.Mods
|
||||
|
||||
flashlight.Combo.BindTo(Combo);
|
||||
drawableRuleset.KeyBindingInputManager.Add(flashlight);
|
||||
|
||||
// Stop flashlight from being drawn underneath other mods that generate HitObjects.
|
||||
drawableRuleset.KeyBindingInputManager.ChangeChildDepth(flashlight, -1);
|
||||
}
|
||||
|
||||
protected abstract Flashlight CreateFlashlight();
|
||||
|
Loading…
Reference in New Issue
Block a user