mirror of
https://github.com/ppy/osu
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512 lines
17 KiB
C#
512 lines
17 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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 System.Linq;
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using JetBrains.Annotations;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Animations;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Input.Bindings;
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using osu.Framework.Utils;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.Objects.Drawables;
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using osu.Game.Rulesets.Catch.Skinning;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.UI
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{
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public class Catcher : SkinReloadableDrawable, IKeyBindingHandler<CatchAction>
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{
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/// <summary>
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/// The default colour used to tint hyper-dash fruit, along with the moving catcher, its trail
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/// and end glow/after-image during a hyper-dash.
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/// </summary>
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public static readonly Color4 DEFAULT_HYPER_DASH_COLOUR = Color4.Red;
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/// <summary>
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/// The duration between transitioning to hyper-dash state.
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/// </summary>
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public const double HYPER_DASH_TRANSITION_DURATION = 180;
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/// <summary>
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/// Whether we are hyper-dashing or not.
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/// </summary>
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public bool HyperDashing => hyperDashModifier != 1;
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/// <summary>
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/// The relative space to cover in 1 millisecond. based on 1 game pixel per millisecond as in osu-stable.
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/// </summary>
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public const double BASE_SPEED = 1.0;
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public Container ExplodingFruitTarget;
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private Container<DrawableHitObject> caughtFruitContainer { get; } = new Container<DrawableHitObject>
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.BottomCentre,
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};
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[NotNull]
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private readonly Container trailsTarget;
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private CatcherTrailDisplay trails;
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public CatcherAnimationState CurrentState { get; private set; }
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/// <summary>
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/// The width of the catcher which can receive fruit. Equivalent to "catchMargin" in osu-stable.
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/// </summary>
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public const float ALLOWED_CATCH_RANGE = 0.8f;
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/// <summary>
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/// The drawable catcher for <see cref="CurrentState"/>.
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/// </summary>
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internal Drawable CurrentDrawableCatcher => currentCatcher.Drawable;
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private bool dashing;
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public bool Dashing
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{
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get => dashing;
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protected set
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{
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if (value == dashing) return;
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dashing = value;
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updateTrailVisibility();
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}
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}
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/// <summary>
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/// Width of the area that can be used to attempt catches during gameplay.
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/// </summary>
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private readonly float catchWidth;
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private CatcherSprite catcherIdle;
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private CatcherSprite catcherKiai;
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private CatcherSprite catcherFail;
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private CatcherSprite currentCatcher;
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private Color4 hyperDashColour = DEFAULT_HYPER_DASH_COLOUR;
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private Color4 hyperDashEndGlowColour = DEFAULT_HYPER_DASH_COLOUR;
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private int currentDirection;
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private double hyperDashModifier = 1;
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private int hyperDashDirection;
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private float hyperDashTargetPosition;
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private Bindable<bool> hitLighting;
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private DrawablePool<HitExplosion> hitExplosionPool;
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private Container<HitExplosion> hitExplosionContainer;
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public Catcher([NotNull] Container trailsTarget, BeatmapDifficulty difficulty = null)
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{
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this.trailsTarget = trailsTarget;
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Origin = Anchor.TopCentre;
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Size = new Vector2(CatcherArea.CATCHER_SIZE);
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if (difficulty != null)
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Scale = calculateScale(difficulty);
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catchWidth = CalculateCatchWidth(Scale);
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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hitLighting = config.GetBindable<bool>(OsuSetting.HitLighting);
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InternalChildren = new Drawable[]
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{
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hitExplosionPool = new DrawablePool<HitExplosion>(10),
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caughtFruitContainer,
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catcherIdle = new CatcherSprite(CatcherAnimationState.Idle)
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{
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Anchor = Anchor.TopCentre,
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Alpha = 0,
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},
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catcherKiai = new CatcherSprite(CatcherAnimationState.Kiai)
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{
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Anchor = Anchor.TopCentre,
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Alpha = 0,
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},
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catcherFail = new CatcherSprite(CatcherAnimationState.Fail)
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{
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Anchor = Anchor.TopCentre,
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Alpha = 0,
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},
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hitExplosionContainer = new Container<HitExplosion>
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.BottomCentre,
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},
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};
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trails = new CatcherTrailDisplay(this);
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updateCatcher();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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// don't add in above load as we may potentially modify a parent in an unsafe manner.
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trailsTarget.Add(trails);
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}
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/// <summary>
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/// Creates proxied content to be displayed beneath hitobjects.
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/// </summary>
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public Drawable CreateProxiedContent() => caughtFruitContainer.CreateProxy();
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/// <summary>
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/// Calculates the scale of the catcher based off the provided beatmap difficulty.
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/// </summary>
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private static Vector2 calculateScale(BeatmapDifficulty difficulty)
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=> new Vector2(1.0f - 0.7f * (difficulty.CircleSize - 5) / 5);
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/// <summary>
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/// Calculates the width of the area used for attempting catches in gameplay.
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/// </summary>
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/// <param name="scale">The scale of the catcher.</param>
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internal static float CalculateCatchWidth(Vector2 scale)
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=> CatcherArea.CATCHER_SIZE * Math.Abs(scale.X) * ALLOWED_CATCH_RANGE;
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/// <summary>
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/// Calculates the width of the area used for attempting catches in gameplay.
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/// </summary>
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/// <param name="difficulty">The beatmap difficulty.</param>
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internal static float CalculateCatchWidth(BeatmapDifficulty difficulty)
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=> CalculateCatchWidth(calculateScale(difficulty));
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/// <summary>
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/// Add a caught fruit to the catcher's stack.
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/// </summary>
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/// <param name="fruit">The fruit that was caught.</param>
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public void PlaceOnPlate(DrawableCatchHitObject fruit)
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{
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var ourRadius = fruit.DisplayRadius;
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float theirRadius = 0;
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const float allowance = 10;
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while (caughtFruitContainer.Any(f =>
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f.LifetimeEnd == double.MaxValue &&
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Vector2Extensions.Distance(f.Position, fruit.Position) < (ourRadius + (theirRadius = f.DrawSize.X / 2 * f.Scale.X)) / (allowance / 2)))
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{
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var diff = (ourRadius + theirRadius) / allowance;
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fruit.X += (RNG.NextSingle() - 0.5f) * diff * 2;
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fruit.Y -= RNG.NextSingle() * diff;
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}
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fruit.X = Math.Clamp(fruit.X, -CatcherArea.CATCHER_SIZE / 2, CatcherArea.CATCHER_SIZE / 2);
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caughtFruitContainer.Add(fruit);
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if (hitLighting.Value)
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{
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var hitExplosion = hitExplosionPool.Get();
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hitExplosion.X = fruit.X;
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hitExplosion.Scale = new Vector2(fruit.HitObject.Scale);
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hitExplosion.ObjectColour = fruit.AccentColour.Value;
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hitExplosionContainer.Add(hitExplosion);
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}
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}
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/// <summary>
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/// Let the catcher attempt to catch a fruit.
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/// </summary>
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/// <param name="hitObject">The fruit to catch.</param>
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/// <returns>Whether the catch is possible.</returns>
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public bool AttemptCatch(CatchHitObject hitObject)
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{
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if (!(hitObject is PalpableCatchHitObject fruit))
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return false;
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var halfCatchWidth = catchWidth * 0.5f;
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// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
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var catchObjectPosition = fruit.X;
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var catcherPosition = Position.X;
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var validCatch =
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catchObjectPosition >= catcherPosition - halfCatchWidth &&
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catchObjectPosition <= catcherPosition + halfCatchWidth;
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// only update hyperdash state if we are not catching a tiny droplet.
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if (fruit is TinyDroplet) return validCatch;
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if (validCatch && fruit.HyperDash)
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{
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var target = fruit.HyperDashTarget;
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var timeDifference = target.StartTime - fruit.StartTime;
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double positionDifference = target.X - catcherPosition;
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var velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
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SetHyperDashState(Math.Abs(velocity), target.X);
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}
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else
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SetHyperDashState();
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if (validCatch)
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updateState(fruit.Kiai ? CatcherAnimationState.Kiai : CatcherAnimationState.Idle);
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else if (!(fruit is Banana))
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updateState(CatcherAnimationState.Fail);
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return validCatch;
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}
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/// <summary>
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/// Set hyper-dash state.
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/// </summary>
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/// <param name="modifier">The speed multiplier. If this is less or equals to 1, this catcher will be non-hyper-dashing state.</param>
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/// <param name="targetPosition">When this catcher crosses this position, this catcher ends hyper-dashing.</param>
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public void SetHyperDashState(double modifier = 1, float targetPosition = -1)
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{
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var wasHyperDashing = HyperDashing;
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if (modifier <= 1 || X == targetPosition)
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{
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hyperDashModifier = 1;
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hyperDashDirection = 0;
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if (wasHyperDashing)
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runHyperDashStateTransition(false);
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}
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else
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{
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hyperDashModifier = modifier;
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hyperDashDirection = Math.Sign(targetPosition - X);
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hyperDashTargetPosition = targetPosition;
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if (!wasHyperDashing)
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{
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trails.DisplayEndGlow();
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runHyperDashStateTransition(true);
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}
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}
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}
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private void runHyperDashStateTransition(bool hyperDashing)
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{
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updateTrailVisibility();
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if (hyperDashing)
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{
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this.FadeColour(hyperDashColour, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
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this.FadeTo(0.2f, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
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}
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else
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{
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this.FadeColour(Color4.White, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
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this.FadeTo(1f, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
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}
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}
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private void updateTrailVisibility() => trails.DisplayTrail = Dashing || HyperDashing;
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public bool OnPressed(CatchAction action)
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{
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switch (action)
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{
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case CatchAction.MoveLeft:
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currentDirection--;
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return true;
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case CatchAction.MoveRight:
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currentDirection++;
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return true;
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case CatchAction.Dash:
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Dashing = true;
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return true;
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}
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return false;
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}
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public void OnReleased(CatchAction action)
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{
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switch (action)
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{
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case CatchAction.MoveLeft:
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currentDirection++;
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break;
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case CatchAction.MoveRight:
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currentDirection--;
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break;
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case CatchAction.Dash:
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Dashing = false;
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break;
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}
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}
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public void UpdatePosition(float position)
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{
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position = Math.Clamp(position, 0, CatchPlayfield.WIDTH);
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if (position == X)
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return;
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Scale = new Vector2(Math.Abs(Scale.X) * (position > X ? 1 : -1), Scale.Y);
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X = position;
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}
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/// <summary>
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/// Drop any fruit off the plate.
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/// </summary>
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public void Drop()
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{
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foreach (var f in caughtFruitContainer.ToArray())
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Drop(f);
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}
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/// <summary>
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/// Explode any fruit off the plate.
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/// </summary>
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public void Explode()
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{
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foreach (var f in caughtFruitContainer.ToArray())
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Explode(f);
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}
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public void Drop(DrawableHitObject fruit)
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{
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removeFromPlateWithTransform(fruit, f =>
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{
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f.MoveToY(f.Y + 75, 750, Easing.InSine);
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f.FadeOut(750);
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});
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}
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public void Explode(DrawableHitObject fruit)
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{
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var originalX = fruit.X * Scale.X;
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removeFromPlateWithTransform(fruit, f =>
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{
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f.MoveToY(f.Y - 50, 250, Easing.OutSine).Then().MoveToY(f.Y + 50, 500, Easing.InSine);
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f.MoveToX(f.X + originalX * 6, 1000);
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f.FadeOut(750);
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});
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}
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protected override void SkinChanged(ISkinSource skin, bool allowFallback)
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{
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base.SkinChanged(skin, allowFallback);
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hyperDashColour =
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skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDash)?.Value ??
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DEFAULT_HYPER_DASH_COLOUR;
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hyperDashEndGlowColour =
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skin.GetConfig<CatchSkinColour, Color4>(CatchSkinColour.HyperDashAfterImage)?.Value ??
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hyperDashColour;
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trails.HyperDashTrailsColour = hyperDashColour;
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trails.EndGlowSpritesColour = hyperDashEndGlowColour;
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runHyperDashStateTransition(HyperDashing);
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}
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protected override void Update()
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{
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base.Update();
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if (currentDirection == 0) return;
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var direction = Math.Sign(currentDirection);
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var dashModifier = Dashing ? 1 : 0.5;
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var speed = BASE_SPEED * dashModifier * hyperDashModifier;
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UpdatePosition((float)(X + direction * Clock.ElapsedFrameTime * speed));
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// Correct overshooting.
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if ((hyperDashDirection > 0 && hyperDashTargetPosition < X) ||
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(hyperDashDirection < 0 && hyperDashTargetPosition > X))
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{
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X = hyperDashTargetPosition;
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SetHyperDashState();
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}
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}
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private void updateCatcher()
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{
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currentCatcher?.Hide();
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switch (CurrentState)
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{
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default:
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currentCatcher = catcherIdle;
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break;
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case CatcherAnimationState.Fail:
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currentCatcher = catcherFail;
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break;
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case CatcherAnimationState.Kiai:
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currentCatcher = catcherKiai;
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break;
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}
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currentCatcher.Show();
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(currentCatcher.Drawable as IFramedAnimation)?.GotoFrame(0);
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}
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private void updateState(CatcherAnimationState state)
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{
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if (CurrentState == state)
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return;
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CurrentState = state;
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updateCatcher();
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}
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private void removeFromPlateWithTransform(DrawableHitObject fruit, Action<DrawableHitObject> action)
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{
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if (ExplodingFruitTarget != null)
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{
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fruit.Anchor = Anchor.TopLeft;
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fruit.Position = caughtFruitContainer.ToSpaceOfOtherDrawable(fruit.DrawPosition, ExplodingFruitTarget);
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if (!caughtFruitContainer.Remove(fruit))
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// we may have already been removed by a previous operation (due to the weird OnLoadComplete scheduling).
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// this avoids a crash on potentially attempting to Add a fruit to ExplodingFruitTarget twice.
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return;
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ExplodingFruitTarget.Add(fruit);
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}
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var actionTime = Clock.CurrentTime;
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fruit.ApplyCustomUpdateState += onFruitOnApplyCustomUpdateState;
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onFruitOnApplyCustomUpdateState(fruit, fruit.State.Value);
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void onFruitOnApplyCustomUpdateState(DrawableHitObject o, ArmedState state)
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{
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using (fruit.BeginAbsoluteSequence(actionTime))
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action(fruit);
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fruit.Expire();
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}
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}
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}
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}
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