mirror of https://github.com/ppy/osu
121 lines
4.9 KiB
C#
121 lines
4.9 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.Pooling;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Pooling;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Connections
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{
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/// <summary>
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/// Visualises the <see cref="FollowPoint"/>s between two <see cref="DrawableOsuHitObject"/>s.
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/// </summary>
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public class FollowPointConnection : PoolableDrawableWithLifetime<FollowPointLifetimeEntry>
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{
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// Todo: These shouldn't be constants
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public const int SPACING = 32;
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public const double PREEMPT = 800;
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public DrawablePool<FollowPoint> Pool;
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protected override void OnApply(FollowPointLifetimeEntry entry)
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{
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base.OnApply(entry);
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entry.Invalidated += onEntryInvalidated;
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refreshPoints();
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}
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protected override void OnFree(FollowPointLifetimeEntry entry)
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{
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base.OnFree(entry);
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entry.Invalidated -= onEntryInvalidated;
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// Return points to the pool.
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ClearInternal(false);
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}
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private void onEntryInvalidated() => Scheduler.AddOnce(refreshPoints);
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private void refreshPoints()
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{
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ClearInternal(false);
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var entry = Entry;
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if (entry?.End == null) return;
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OsuHitObject start = entry.Start;
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OsuHitObject end = entry.End;
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double startTime = start.GetEndTime();
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Vector2 startPosition = start.StackedEndPosition;
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Vector2 endPosition = end.StackedPosition;
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Vector2 distanceVector = endPosition - startPosition;
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int distance = (int)distanceVector.Length;
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float rotation = (float)(Math.Atan2(distanceVector.Y, distanceVector.X) * (180 / Math.PI));
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double finalTransformEndTime = startTime;
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for (int d = (int)(SPACING * 1.5); d < distance - SPACING; d += SPACING)
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{
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float fraction = (float)d / distance;
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Vector2 pointStartPosition = startPosition + (fraction - 0.1f) * distanceVector;
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Vector2 pointEndPosition = startPosition + fraction * distanceVector;
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GetFadeTimes(start, end, (float)d / distance, out double fadeInTime, out double fadeOutTime);
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FollowPoint fp;
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AddInternal(fp = Pool.Get());
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fp.ClearTransforms();
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fp.Position = pointStartPosition;
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fp.Rotation = rotation;
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fp.Alpha = 0;
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fp.Scale = new Vector2(1.5f * end.Scale);
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fp.AnimationStartTime.Value = fadeInTime;
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using (fp.BeginAbsoluteSequence(fadeInTime))
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{
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fp.FadeIn(end.TimeFadeIn);
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fp.ScaleTo(end.Scale, end.TimeFadeIn, Easing.Out);
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fp.MoveTo(pointEndPosition, end.TimeFadeIn, Easing.Out);
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fp.Delay(fadeOutTime - fadeInTime).FadeOut(end.TimeFadeIn).Expire();
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finalTransformEndTime = fp.LifetimeEnd;
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}
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}
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entry.LifetimeEnd = finalTransformEndTime;
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}
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/// <summary>
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/// Computes the fade time of follow point positioned between two hitobjects.
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/// </summary>
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/// <param name="start">The first <see cref="OsuHitObject"/>, where follow points should originate from.</param>
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/// <param name="end">The second <see cref="OsuHitObject"/>, which follow points should target.</param>
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/// <param name="fraction">The fractional distance along <paramref name="start"/> and <paramref name="end"/> at which the follow point is to be located.</param>
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/// <param name="fadeInTime">The fade-in time of the follow point/</param>
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/// <param name="fadeOutTime">The fade-out time of the follow point.</param>
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public static void GetFadeTimes(OsuHitObject start, OsuHitObject end, float fraction, out double fadeInTime, out double fadeOutTime)
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{
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double startTime = start.GetEndTime();
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double duration = end.StartTime - startTime;
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// Preempt time can go below 800ms. Normally, this is achieved via the DT mod which uniformly speeds up all animations game wide regardless of AR.
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// This uniform speedup is hard to match 1:1, however we can at least make AR>10 (via mods) feel good by extending the upper linear preempt function (see: OsuHitObject).
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// Note that this doesn't exactly match the AR>10 visuals as they're classically known, but it feels good.
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double preempt = PREEMPT * Math.Min(1, start.TimePreempt / OsuHitObject.PREEMPT_MIN);
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fadeOutTime = startTime + fraction * duration;
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fadeInTime = fadeOutTime - preempt;
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}
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}
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}
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