Use simple damp easing rather than transforms

This commit is contained in:
Dean Herbert 2022-02-02 16:15:06 +09:00
parent 334ed2c9c4
commit f07502ac5f
1 changed files with 37 additions and 32 deletions

View File

@ -2,17 +2,18 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Osu.UI;
using osuTK;
using System.Linq;
using osu.Game.Rulesets.Osu.Objects;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
@ -26,17 +27,18 @@ internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawab
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)]
public BindableFloat AssistStrength { get; } = new BindableFloat(0.3f)
public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
{
Precision = 0.05f,
MinValue = 0.0f,
MinValue = 0.1f,
MaxValue = 1.0f,
};
private const float spin_radius = 30;
private const float spin_radius = 50;
private Vector2? prevCursorPos;
private OsuInputManager inputManager;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
@ -44,6 +46,8 @@ 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
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
@ -62,10 +66,7 @@ public void Update(Playfield playfield)
switch (drawable)
{
case DrawableHitCircle circle:
// 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
easeTo(circle, cursorPos);
break;
@ -74,13 +75,13 @@ public void Update(Playfield playfield)
// Move slider to cursor
if (!slider.HeadCircle.Result.HasResult)
{
slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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
slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
easeTo(slider, cursorPos - slider.Ball.DrawPosition);
// FIXME: some sliders re-appearing at their original position for a single frame when they're done
}
@ -91,35 +92,39 @@ public void Update(Playfield playfield)
// Move spinner _next_ to cursor
if (currentTime < h.StartTime)
{
spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
easeTo(spinner, cursorPos + new Vector2(0, -spin_radius));
}
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);
Vector2 delta = new Vector2(spin_radius);
float angle = (float)gameplayClock.CurrentTime * 10;
// 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);
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
);
easeTo(spinner, targetPos);
}
}
break;
}
}
}
prevCursorPos = cursorPos;
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(500, 50, 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);
hitObject.Position = new Vector2(x, y);
}
}
}