// 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.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, 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 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 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().First().Radius * 1.85f); 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; 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, drawableOsuObject); break; //Stack leniency causes placement issues if this isn't handled as such. case DrawableHitCircle hitCircle: addBubbleContainer(hitCircle.Position, drawableOsuObject); break; case DrawableSpinnerTick: case DrawableSlider: return; default: addBubbleContainer(hitObject.Position, drawableOsuObject); break; } } private void addBubbleContainer(Vector2 position, DrawableHitObject hitObject) { bubbleContainer.Add ( new BubbleLifeTimeEntry { LifetimeStart = bubbleContainer.Time.Current, Colour = hitObject.AccentColour.Value, Position = position, InitialSize = new Vector2(bubbleRadius), MaxSize = maxSize, FadeTime = bubbleFade, IsHit = hitObject.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 { protected override bool RemoveRewoundEntry => true; private readonly DrawablePool pool; public BubbleContainer() { RelativeSizeAxes = Axes.Both; AddInternal(pool = new DrawablePool(10, 1000)); } protected override BubbleObject GetDrawable(BubbleLifeTimeEntry entry) => pool.Get(d => d.Apply(entry)); } private sealed partial class BubbleObject : PoolableDrawableWithLifetime { 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 : CircularContainer { private readonly Circle innerCircle; private readonly Box colourBox; public BubbleDrawable() { Anchor = Anchor.Centre; Origin = Anchor.Centre; Masking = true; MaskingSmoothness = 2; BorderThickness = 0; BorderColour = Colour4.Transparent; EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Shadow, Radius = 3, Colour = Colour4.Black.Opacity(0.05f) }; Children = new Drawable[] { colourBox = new Box { RelativeSizeAxes = Axes.Both, }, innerCircle = new Circle { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Size = new Vector2(0.5f), } }; } public void Animate(BubbleLifeTimeEntry entry) { Size = entry.InitialSize; this.ScaleTo(entry.MaxSize, getAnimationTime() * 0.8f, Easing.OutSine) .Then() .ScaleTo(entry.MaxSize * 1.5f, getAnimationTime() * 0.2f, Easing.OutSine) .FadeTo(0, getAnimationTime() * 0.2f, Easing.OutExpo); colourBox.FadeColour(entry.IsHit ? entry.Colour : Colour4.Black, getAnimationTime() * 0.1f, Easing.OutSine) .Then() .FadeColour(entry.IsHit ? entry.Colour.Darken(0.4f) : Colour4.Black, getAnimationTime() * 0.9f, Easing.OutSine); innerCircle.FadeColour(entry.IsHit ? entry.Colour.Darken(0.2f) : Colour4.Black) .FadeColour(entry.IsHit ? entry.Colour.Lighten(0.2f) : Colour4.Black, getAnimationTime()); innerCircle.FadeTo(0.5f, getAnimationTime(), Easing.InExpo) .ScaleTo(2.2f, getAnimationTime(), Easing.InSine); // The absolute length of the bubble's animation, can be used in fractions for animations of partial length double getAnimationTime() => 2000 + 450 / (450 / entry.FadeTime); } } 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 } }