mirror of https://github.com/ppy/osu
504 lines
19 KiB
C#
504 lines
19 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.Buffers;
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using System.Diagnostics;
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using System.Linq;
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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.Containers;
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using osu.Framework.Graphics.Pooling;
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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.Judgements;
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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.Judgements;
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using osu.Game.Rulesets.Objects.Legacy;
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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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[Cached]
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public partial class Catcher : SkinReloadableDrawable
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{
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/// <summary>
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/// The size of the catcher at 1x scale.
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/// </summary>
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/// <remarks>
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/// This is mainly used to compute catching range, the actual catcher size may differ based on skin implementation and sprite textures.
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/// This is also equivalent to the "catcherWidth" property in osu-stable when the game field and beatmap difficulty are set to default values.
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/// </remarks>
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/// <seealso cref="CatchPlayfield.WIDTH"/>
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/// <seealso cref="CatchPlayfield.HEIGHT"/>
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/// <seealso cref="IBeatmapDifficultyInfo.DEFAULT_DIFFICULTY"/>
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public const float BASE_SIZE = 106.75f;
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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 default colour used to tint hyper-dash fruit, along with the moving catcher, its trail and 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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/// Whether <see cref="DrawablePalpableCatchHitObject"/> fruit should appear on the plate.
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/// </summary>
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public bool CatchFruitOnPlate { get; set; } = true;
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/// <summary>
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/// The speed of the catcher when the catcher is dashing.
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/// </summary>
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public const double BASE_DASH_SPEED = 1.0;
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/// <summary>
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/// The speed of the catcher when the catcher is not dashing.
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/// </summary>
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public const double BASE_WALK_SPEED = 0.5;
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/// <summary>
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/// The current speed of the catcher with the hyper-dash modifier applied.
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/// </summary>
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public double Speed => (Dashing ? BASE_DASH_SPEED : BASE_WALK_SPEED) * hyperDashModifier;
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/// <summary>
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/// The amount by which caught fruit should be scaled down to fit on the plate.
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/// </summary>
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private const float caught_fruit_scale_adjust = 0.5f;
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/// <summary>
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/// Contains caught objects on the plate.
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/// </summary>
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private readonly Container<CaughtObject> caughtObjectContainer;
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/// <summary>
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/// Contains objects dropped from the plate.
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/// </summary>
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private readonly DroppedObjectContainer droppedObjectTarget;
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public CatcherAnimationState CurrentState
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{
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get => body.AnimationState.Value;
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private set => body.AnimationState.Value = value;
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}
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/// <summary>
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/// Whether the catcher is currently dashing.
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/// </summary>
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public bool Dashing { get; set; }
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/// <summary>
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/// The currently facing direction.
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/// </summary>
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public Direction VisualDirection { get; set; } = Direction.Right;
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public Vector2 BodyScale => Scale * body.Scale;
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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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public float CatchWidth { get; private set; }
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private readonly SkinnableCatcher body;
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private Color4 hyperDashColour = DEFAULT_HYPER_DASH_COLOUR;
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private double? lastHyperDashStartTime;
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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 = null!;
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private readonly HitExplosionContainer hitExplosionContainer;
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private readonly DrawablePool<CaughtFruit> caughtFruitPool;
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private readonly DrawablePool<CaughtBanana> caughtBananaPool;
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private readonly DrawablePool<CaughtDroplet> caughtDropletPool;
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public Catcher(DroppedObjectContainer droppedObjectTarget, IBeatmapDifficultyInfo? difficulty = null)
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{
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this.droppedObjectTarget = droppedObjectTarget;
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Origin = Anchor.TopCentre;
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Size = new Vector2(BASE_SIZE);
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ApplyDifficulty(difficulty);
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InternalChildren = new Drawable[]
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{
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caughtFruitPool = new DrawablePool<CaughtFruit>(50),
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caughtBananaPool = new DrawablePool<CaughtBanana>(100),
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// less capacity is needed compared to fruit because droplet is not stacked
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caughtDropletPool = new DrawablePool<CaughtDroplet>(25),
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caughtObjectContainer = new Container<CaughtObject>
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.BottomCentre,
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// offset fruit vertically to better place "above" the plate.
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Y = -5
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},
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body = new SkinnableCatcher(),
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hitExplosionContainer = new HitExplosionContainer
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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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}
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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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}
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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() => caughtObjectContainer.CreateProxy();
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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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public static float CalculateCatchWidth(Vector2 scale) => BASE_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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public static float CalculateCatchWidth(IBeatmapDifficultyInfo difficulty) => CalculateCatchWidth(calculateScale(difficulty));
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/// <summary>
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/// Determine if this catcher can catch a <see cref="CatchHitObject"/> in the current position.
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/// </summary>
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public bool CanCatch(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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float halfCatchWidth = CatchWidth * 0.5f;
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return fruit.EffectiveX >= X - halfCatchWidth &&
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fruit.EffectiveX <= X + halfCatchWidth;
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}
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public void OnNewResult(DrawableCatchHitObject drawableObject, JudgementResult result)
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{
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var catchResult = (CatchJudgementResult)result;
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catchResult.CatcherAnimationState = CurrentState;
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catchResult.CatcherHyperDash = HyperDashing;
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// Ignore JuiceStreams and BananaShowers
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if (!(drawableObject is DrawablePalpableCatchHitObject palpableObject)) return;
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var hitObject = palpableObject.HitObject;
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if (result.IsHit)
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{
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var positionInStack = computePositionInStack(new Vector2(palpableObject.X - X, 0), palpableObject.DisplaySize.X);
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if (CatchFruitOnPlate)
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placeCaughtObject(palpableObject, positionInStack);
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if (hitLighting.Value)
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addLighting(result, drawableObject.AccentColour.Value, positionInStack.X);
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}
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// droplet doesn't affect the catcher state
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if (hitObject is TinyDroplet) return;
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// if a hyper fruit was already handled this frame, just go where it says to go.
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// this special-cases some aspire maps that have doubled-up objects (one hyper, one not) at the same time instant.
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// handling this "properly" elsewhere is impossible as there is no feasible way to ensure
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// that the hyperfruit gets judged second (especially if it coincides with a last fruit in a juice stream).
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if (lastHyperDashStartTime != Time.Current)
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{
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if (result.IsHit && hitObject.HyperDashTarget is CatchHitObject target)
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{
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double timeDifference = target.StartTime - hitObject.StartTime;
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double positionDifference = target.EffectiveX - X;
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double velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
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SetHyperDashState(Math.Abs(velocity) / BASE_DASH_SPEED, target.EffectiveX);
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}
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else
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SetHyperDashState();
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}
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if (result.IsHit)
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CurrentState = hitObject.Kiai ? CatcherAnimationState.Kiai : CatcherAnimationState.Idle;
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else if (!(hitObject is Banana))
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CurrentState = CatcherAnimationState.Fail;
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if (palpableObject.HitObject.LastInCombo)
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{
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if (result.Judgement is CatchJudgement catchJudgement && catchJudgement.ShouldExplodeFor(result))
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Explode();
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else
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Drop();
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}
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}
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public void OnRevertResult(JudgementResult result)
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{
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var catchResult = (CatchJudgementResult)result;
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CurrentState = catchResult.CatcherAnimationState;
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if (HyperDashing != catchResult.CatcherHyperDash)
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{
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if (catchResult.CatcherHyperDash)
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SetHyperDashState(2);
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else
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SetHyperDashState();
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}
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caughtObjectContainer.RemoveAll(d => d.HitObject == result.HitObject, false);
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droppedObjectTarget.RemoveAll(d => d.HitObject == result.HitObject, false);
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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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bool 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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lastHyperDashStartTime = null;
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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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runHyperDashStateTransition(true);
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lastHyperDashStartTime = Time.Current;
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}
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}
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/// <summary>
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/// Set the scale and catch width.
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/// </summary>
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public void ApplyDifficulty(IBeatmapDifficultyInfo? difficulty)
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{
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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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/// <summary>
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/// Drop any fruit off the plate.
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/// </summary>
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public void Drop() => clearPlate(DroppedObjectAnimation.Drop);
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/// <summary>
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/// Explode all fruit off the plate.
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/// </summary>
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public void Explode() => clearPlate(DroppedObjectAnimation.Explode);
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private void runHyperDashStateTransition(bool hyperDashing)
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{
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this.FadeColour(hyperDashing ? hyperDashColour : Color4.White, HYPER_DASH_TRANSITION_DURATION, Easing.OutQuint);
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}
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protected override void SkinChanged(ISkinSource skin)
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{
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base.SkinChanged(skin);
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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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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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var scaleFromDirection = new Vector2((int)VisualDirection, 1);
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body.Scale = scaleFromDirection;
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// Inverse of catcher scale is applied here, as catcher gets scaled by circle size and so do the incoming fruit.
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caughtObjectContainer.Scale = new Vector2(1 / Scale.X);
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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 placeCaughtObject(DrawablePalpableCatchHitObject drawableObject, Vector2 position)
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{
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var caughtObject = getCaughtObject(drawableObject.HitObject);
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if (caughtObject == null) return;
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caughtObject.RestoreState(drawableObject.SaveState());
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caughtObject.Anchor = Anchor.TopCentre;
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caughtObject.Position = position;
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caughtObject.Scale *= caught_fruit_scale_adjust;
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caughtObjectContainer.Add(caughtObject);
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if (!caughtObject.StaysOnPlate)
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removeFromPlate(caughtObject, DroppedObjectAnimation.Explode);
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}
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private Vector2 computePositionInStack(Vector2 position, float displayRadius)
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{
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// this is taken from osu-stable (lenience should be 10 * 10 at standard scale).
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const float lenience_adjust = 10 / CatchHitObject.OBJECT_RADIUS;
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float adjustedRadius = displayRadius * lenience_adjust;
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float checkDistance = MathF.Pow(adjustedRadius, 2);
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while (caughtObjectContainer.Any(f => Vector2Extensions.DistanceSquared(f.Position, position) < checkDistance))
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{
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position.X += RNG.NextSingle(-adjustedRadius, adjustedRadius);
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position.Y -= RNG.NextSingle(0, 5);
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}
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return position;
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}
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private void addLighting(JudgementResult judgementResult, Color4 colour, float x) =>
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hitExplosionContainer.Add(new HitExplosionEntry(Time.Current, judgementResult, colour, x));
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private CaughtObject? getCaughtObject(PalpableCatchHitObject source)
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{
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switch (source)
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{
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case Fruit:
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return caughtFruitPool.Get();
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case Banana:
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return caughtBananaPool.Get();
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case Droplet:
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return caughtDropletPool.Get();
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default:
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return null;
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}
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}
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private CaughtObject getDroppedObject(CatchObjectState state)
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{
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var droppedObject = getCaughtObject(state.HitObject);
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Debug.Assert(droppedObject != null);
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droppedObject.RestoreState(state);
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droppedObject.Anchor = Anchor.TopLeft;
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droppedObject.Position = caughtObjectContainer.ToSpaceOfOtherDrawable(state.DisplayPosition, droppedObjectTarget);
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return droppedObject;
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}
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private void clearPlate(DroppedObjectAnimation animation)
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{
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int caughtCount = caughtObjectContainer.Children.Count;
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CatchObjectState[] states = ArrayPool<CatchObjectState>.Shared.Rent(caughtCount);
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try
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{
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for (int i = 0; i < caughtCount; i++)
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states[i] = caughtObjectContainer.Children[i].SaveState();
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caughtObjectContainer.Clear(false);
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for (int i = 0; i < caughtCount; i++)
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{
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CaughtObject obj = getDroppedObject(states[i]);
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droppedObjectTarget.Add(obj);
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applyDropAnimation(obj, animation);
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}
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}
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finally
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{
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ArrayPool<CatchObjectState>.Shared.Return(states);
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}
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}
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private void removeFromPlate(CaughtObject caughtObject, DroppedObjectAnimation animation)
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{
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CatchObjectState state = caughtObject.SaveState();
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caughtObjectContainer.Remove(caughtObject, false);
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var droppedObject = getDroppedObject(state);
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droppedObjectTarget.Add(droppedObject);
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applyDropAnimation(droppedObject, animation);
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}
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private void applyDropAnimation(Drawable d, DroppedObjectAnimation animation)
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{
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switch (animation)
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{
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case DroppedObjectAnimation.Drop:
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d.MoveToY(d.Y + 75, 750, Easing.InSine);
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d.FadeOut(750);
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break;
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case DroppedObjectAnimation.Explode:
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float originalX = droppedObjectTarget.ToSpaceOfOtherDrawable(d.DrawPosition, caughtObjectContainer).X * caughtObjectContainer.Scale.X;
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d.MoveToY(d.Y - 50, 250, Easing.OutSine).Then().MoveToY(d.Y + 50, 500, Easing.InSine);
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d.MoveToX(d.X + originalX * 6, 1000);
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d.FadeOut(750);
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break;
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}
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// Define lifetime start for dropped objects to be disposed correctly when rewinding replay
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d.LifetimeStart = Clock.CurrentTime;
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d.Expire();
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}
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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(IBeatmapDifficultyInfo difficulty) => new Vector2(LegacyRulesetExtensions.CalculateScaleFromCircleSize(difficulty.CircleSize) * 2);
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private enum DroppedObjectAnimation
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{
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Drop,
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Explode
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}
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}
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}
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