mirror of
https://github.com/ppy/osu
synced 2024-12-30 02:42:29 +00:00
57 lines
2.6 KiB
C#
57 lines
2.6 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModSpunOut : Mod, IApplicableToDrawableHitObject
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{
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public override string Name => "Spun Out";
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public override string Acronym => "SO";
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public override IconUsage? Icon => OsuIcon.ModSpunOut;
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public override ModType Type => ModType.Automation;
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public override LocalisableString Description => @"Spinners will be automatically completed.";
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public override double ScoreMultiplier => 0.9;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot), typeof(OsuModTarget) };
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public void ApplyToDrawableHitObject(DrawableHitObject hitObject)
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{
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if (hitObject is DrawableSpinner spinner)
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{
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spinner.HandleUserInput = false;
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spinner.OnUpdate += onSpinnerUpdate;
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}
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}
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private void onSpinnerUpdate(Drawable drawable)
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{
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var spinner = (DrawableSpinner)drawable;
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spinner.RotationTracker.Tracking = true;
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// early-return if we were paused to avoid division-by-zero in the subsequent calculations.
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if (Precision.AlmostEquals(spinner.Clock.Rate, 0))
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return;
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// because the spinner is under the gameplay clock, it is affected by rate adjustments on the track;
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// for that reason using ElapsedFrameTime directly leads to fewer SPM with Half Time and more SPM with Double Time.
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// for spinners we want the real (wall clock) elapsed time; to achieve that, unapply the clock rate locally here.
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double rateIndependentElapsedTime = spinner.Clock.ElapsedFrameTime / spinner.Clock.Rate;
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// multiply the SPM by 1.01 to ensure that the spinner is completed. if the calculation is left exact,
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// some spinners may not complete due to very minor decimal loss during calculation
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float rotationSpeed = (float)(1.01 * spinner.HitObject.SpinsRequired / spinner.HitObject.Duration);
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spinner.RotationTracker.AddRotation(MathUtils.RadiansToDegrees((float)rateIndependentElapsedTime * rotationSpeed * MathF.PI * 2.0f));
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}
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}
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}
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