mirror of https://github.com/ppy/osu
Use simple damp easing rather than transforms
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334ed2c9c4
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@ -2,17 +2,18 @@
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Osu.UI;
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using osuTK;
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using System.Linq;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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@ -26,17 +27,18 @@ internal class OsuModAimAssist : Mod, IUpdatableByPlayfield, IApplicableToDrawab
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
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private IFrameStableClock gameplayClock;
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[SettingSource("Assist strength", "Change the distance notes should travel towards you.", 0)]
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public BindableFloat AssistStrength { get; } = new BindableFloat(0.3f)
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public BindableFloat AssistStrength { get; } = new BindableFloat(0.5f)
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{
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Precision = 0.05f,
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MinValue = 0.0f,
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MinValue = 0.1f,
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MaxValue = 1.0f,
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};
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private const float spin_radius = 30;
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private const float spin_radius = 50;
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private Vector2? prevCursorPos;
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private OsuInputManager inputManager;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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@ -44,6 +46,8 @@ public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset
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// Grab the input manager for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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gameplayClock = drawableRuleset.FrameStableClock;
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// Hide judgment displays and follow points
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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@ -62,10 +66,7 @@ public void Update(Playfield playfield)
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switch (drawable)
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{
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case DrawableHitCircle circle:
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// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
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circle.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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// FIXME: some circles cause flash at original(?) position when clicked too early
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easeTo(circle, cursorPos);
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break;
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@ -74,13 +75,13 @@ public void Update(Playfield playfield)
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// Move slider to cursor
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if (!slider.HeadCircle.Result.HasResult)
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{
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slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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easeTo(slider, cursorPos);
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}
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// Move slider so that sliderball stays on the cursor
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else
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{
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slider.HeadCircle.Hide(); // hide flash, triangles, ... so they don't move with slider
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slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
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easeTo(slider, cursorPos - slider.Ball.DrawPosition);
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// FIXME: some sliders re-appearing at their original position for a single frame when they're done
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}
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@ -91,35 +92,39 @@ public void Update(Playfield playfield)
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// Move spinner _next_ to cursor
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if (currentTime < h.StartTime)
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{
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spinner.MoveTo(cursorPos + new Vector2(0, -spin_radius), Math.Max(0, h.StartTime - currentTime - 10));
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easeTo(spinner, cursorPos + new Vector2(0, -spin_radius));
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}
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else
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{
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// Move spinner visually
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Vector2 delta = spin_radius * (spinner.Position - prevCursorPos ?? cursorPos).Normalized();
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const float angle = 3 * MathF.PI / 180; // radians per update, arbitrary value
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// Rotation matrix
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var targetPos = new Vector2(
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delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
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delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
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);
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spinner.MoveTo(targetPos);
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Vector2 delta = new Vector2(spin_radius);
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float angle = (float)gameplayClock.CurrentTime * 10;
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// Move spinner logically
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if (inputManager?.PressedActions.Any(x => x == OsuAction.LeftButton || x == OsuAction.RightButton) ?? false)
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{
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// Arbitrary value, might lead to some inconsistencies depending on clock rate, replay, ...
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spinner.RotationTracker.AddRotation(2 * MathF.PI);
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var targetPos = new Vector2(
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delta.X * MathF.Cos(angle) - delta.Y * MathF.Sin(angle) + cursorPos.X,
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delta.X * MathF.Sin(angle) + delta.Y * MathF.Cos(angle) + cursorPos.Y
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);
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easeTo(spinner, targetPos);
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}
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}
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break;
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}
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}
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}
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prevCursorPos = cursorPos;
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private void easeTo(DrawableHitObject hitObject, Vector2 destination)
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{
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double dampLength = Interpolation.Lerp(500, 50, AssistStrength.Value);
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float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
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float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
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hitObject.Position = new Vector2(x, y);
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}
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}
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}
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