// Copyright (c) ppy Pty Ltd . 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.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; 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.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Skinning.Default; 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, IApplicableToScoreProcessor { public override string Name => "Bubbles"; public override string Acronym => "BU"; public override LocalisableString Description => "Don't 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 don't work as one would expect public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) }; private PlayfieldAdjustmentContainer bubbleContainer = null!; private readonly Bindable currentCombo = new BindableInt(); private float maxSize; private float bubbleRadius; private double bubbleFade; private readonly DrawablePool bubblePool = new DrawablePool(100); private DrawableOsuHitObject lastJudgedHitobject = null!; 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); scoreProcessor.NewJudgement += result => { if (result.HitObject is not OsuHitObject osuHitObject) return; DrawableOsuHitObject drawableOsuHitObject = lastJudgedHitobject; switch (result.HitObject) { case Slider: case SpinnerTick: break; default: addBubble(); break; } void addBubble() { BubbleDrawable bubble = bubblePool.Get(); bubble.Info = new BubbleInfo { InitialSize = new Vector2(bubbleRadius), MaxSize = maxSize, Position = getPosition(), FadeTime = bubbleFade, Colour = drawableOsuHitObject.AccentColour.Value, IsHit = drawableOsuHitObject.IsHit, }; bubbleContainer.Add(bubble); } Vector2 getPosition() { switch (drawableOsuHitObject) { // SliderHeads are derived from HitCircles, // so we must handle them before to avoid them using the wrong positioning logic case DrawableSliderHead: return osuHitObject.Position; // Using hitobject position will cause issues with HitCircle placement due to stack leniency. case DrawableHitCircle: return drawableOsuHitObject.Position; default: return osuHitObject.Position; } } }; scoreProcessor.JudgementReverted += _ => { bubbleContainer.LastOrDefault()?.FinishTransforms(); bubbleContainer.LastOrDefault()?.Expire(); }; } public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { // Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen // Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size bubbleRadius = (float)(drawableRuleset.Beatmap.HitObjects.OfType().First().Radius * 1.90f); bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType().First().TimePreempt * 2; // We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering) drawableRuleset.Playfield.DisplayJudgements.Value = false; bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer(); drawableRuleset.KeyBindingInputManager.Add(bubbleContainer); } 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) { DrawableOsuHitObject osuHitObject = (DrawableOsuHitObject)drawableObject; if (drawableObject is DrawableSlider slider) { slider.Body.OnSkinChanged += () => applySliderState(slider); applySliderState(slider); } if (osuHitObject == lastJudgedHitobject || !osuHitObject.Judged) return; switch (osuHitObject) { case DrawableSlider: case DrawableSpinnerTick: break; default: lastJudgedHitobject = osuHitObject; break; } } // Makes the slider border coloured on all skins (for aesthetics) private void applySliderState(DrawableSlider slider) => ((PlaySliderBody)slider.Body.Drawable).BorderColour = slider.AccentColour.Value; #region Pooled Bubble drawable private partial class BubbleDrawable : PoolableDrawable { private readonly Box colourBox; private readonly CircularContainer content; public BubbleInfo Info { get; set; } public BubbleDrawable() { Origin = Anchor.Centre; InternalChild = content = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, MaskingSmoothness = 2, BorderThickness = 0, BorderColour = Colour4.White, Masking = true, EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Radius = 3, Colour = Colour4.Black.Opacity(0.05f), }, Child = colourBox = new Box { RelativeSizeAxes = Axes.Both, } }; } protected override void PrepareForUse() { Alpha = 1; Colour = Colour4.White; Scale = new Vector2(1); Position = Info.Position; Size = Info.InitialSize; content.BorderThickness = Info.InitialSize.X / 3.5f; content.BorderColour = Colour4.White; //We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect. ColourInfo colourDarker = Info.Colour.Darken(0.1f); // Main bubble scaling based on combo this.ScaleTo(Info.MaxSize, getAnimationDuration() * 0.8f) .Then() // Pop at the end of the bubbles life time .ScaleTo(Info.MaxSize * 1.5f, getAnimationDuration() * 0.2f, Easing.OutQuint) .FadeOutFromOne(getAnimationDuration() * 0.2f, Easing.OutCirc).Expire(); if (Info.IsHit) { colourBox.FadeColour(colourDarker); content.TransformTo(nameof(BorderColour), colourDarker, getAnimationDuration() * 0.3f, Easing.OutQuint); // Ripple effect utilises the border to reduce drawable count content.TransformTo(nameof(BorderThickness), 2f, getAnimationDuration() * 0.3f, Easing.OutQuint) // Avoids transparency overlap issues during the bubble "pop" .Then().Schedule(() => content.BorderThickness = 0); return; } Colour = Colour4.Black; // The absolute length of the bubble's animation, can be used in fractions for animations of partial length double getAnimationDuration() => 1700 + Math.Pow(Info.FadeTime, 1.07f); } } private struct BubbleInfo { 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 } }