// 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.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Beatmaps; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.UI; using osu.Game.Scoring; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModBlinds : Mod, IApplicableToDrawableRuleset, IApplicableToHealthProcessor { public override string Name => "Blinds"; public override string Description => "Play with blinds on your screen."; public override string Acronym => "BL"; public override IconUsage? Icon => FontAwesome.Solid.Adjust; public override ModType Type => ModType.DifficultyIncrease; public override double ScoreMultiplier => 1.12; private DrawableOsuBlinds blinds; public void ApplyToDrawableRuleset(DrawableRuleset drawableRuleset) { drawableRuleset.Overlays.Add(blinds = new DrawableOsuBlinds(drawableRuleset.Playfield, drawableRuleset.Beatmap, drawableRuleset.Mods)); } public void ApplyToHealthProcessor(HealthProcessor healthProcessor) { healthProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); }; } public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank; /// /// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency. /// public class DrawableOsuBlinds : Container { /// /// Black background boxes behind blind panel textures. /// private Box blackBoxLeft, blackBoxRight; private Drawable panelLeft, panelRight, bgPanelLeft, bgPanelRight; private readonly Beatmap beatmap; /// /// Value between 0 and 1 setting a maximum "closedness" for the blinds. /// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this. /// private const float target_clamp = 1; private readonly float targetBreakMultiplier; private readonly float easing; private readonly CompositeDrawable restrictTo; private readonly bool barrelRollActive; /// /// /// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start. /// /// /// -1 would mean the blinds always cover the whole screen no matter health. /// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health. /// 1 would mean the blinds are fully outside the playfield on 50% health. /// Infinity would mean the blinds are always outside the playfield except on 100% health. /// /// private const float leniency = 0.1f; public DrawableOsuBlinds(CompositeDrawable restrictTo, Beatmap beatmap, IEnumerable mods) { this.restrictTo = restrictTo; this.beatmap = beatmap; targetBreakMultiplier = 0; easing = 1; barrelRollActive = false; foreach (Mod mod in mods) { if (mod is OsuModBarrelRoll) { barrelRollActive = true; break; } } } [BackgroundDependencyLoader] private void load() { RelativeSizeAxes = Axes.Both; Children = new[] { blackBoxLeft = new Box { Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, }, blackBoxRight = new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, }, bgPanelLeft = new ModBlindsPanel { Origin = Anchor.TopRight, Colour = Color4.Gray, }, panelLeft = new ModBlindsPanel { Origin = Anchor.TopRight, }, bgPanelRight = new ModBlindsPanel { Colour = Color4.Gray }, panelRight = new ModBlindsPanel() }; } private float calculateGap(float value) => Math.Clamp(value, 0, target_clamp) * targetBreakMultiplier; // lagrange polinominal for (0,0) (0.6,0.4) (1,1) should make a good curve private static float applyAdjustmentCurve(float value) => 0.6f * value * value + 0.4f * value; protected override void Update() { float start, end; if (barrelRollActive) { float center = restrictTo.ToSpaceOfOtherDrawable(restrictTo.OriginPosition, Parent).X; float halfDiagonal = (restrictTo.DrawSize / 2).LengthFast; start = center - halfDiagonal; end = center + halfDiagonal; } else { start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X; end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X; } float rawWidth = end - start; start -= rawWidth * leniency * 0.5f; end += rawWidth * leniency * 0.5f; float width = (end - start) * 0.5f * applyAdjustmentCurve(calculateGap(easing)); // different values in case the playfield ever moves from center to somewhere else. blackBoxLeft.Width = start + width; blackBoxRight.Width = DrawWidth - end + width; panelLeft.X = start + width; panelRight.X = end - width; bgPanelLeft.X = start; bgPanelRight.X = end; } protected override void LoadComplete() { const float break_open_early = 500; const float break_close_late = 250; base.LoadComplete(); var firstObj = beatmap.HitObjects[0]; var startDelay = firstObj.StartTime - firstObj.TimePreempt; using (BeginAbsoluteSequence(startDelay + break_close_late)) leaveBreak(); foreach (var breakInfo in beatmap.Breaks) { if (breakInfo.HasEffect) { using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early)) { enterBreak(); using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late)) leaveBreak(); } } } } private void enterBreak() => this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine); private void leaveBreak() => this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce); /// /// 0 is open, 1 is closed. /// public void AnimateClosedness(float value) => this.TransformTo(nameof(easing), value, 200, Easing.OutQuint); public class ModBlindsPanel : Sprite { [BackgroundDependencyLoader] private void load(TextureStore textures) { Texture = textures.Get("Gameplay/osu/blinds-panel"); } } } } }