mirror of https://github.com/ppy/osu
74 lines
3.1 KiB
C#
74 lines
3.1 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Objects.Types;
|
|
using osu.Game.Rulesets.Osu.Objects;
|
|
using osuTK;
|
|
|
|
namespace osu.Game.Rulesets.Osu.Mods
|
|
{
|
|
internal class OsuModWiggle : ModWithVisibilityAdjustment
|
|
{
|
|
public override string Name => "Wiggle";
|
|
public override string Acronym => "WG";
|
|
public override IconUsage? Icon => FontAwesome.Solid.Certificate;
|
|
public override ModType Type => ModType.Fun;
|
|
public override string Description => "They just won't stay still...";
|
|
public override double ScoreMultiplier => 1;
|
|
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform) };
|
|
|
|
private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
|
|
private const int wiggle_strength = 10; // Higher = stronger wiggles
|
|
|
|
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
|
|
|
|
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
|
|
|
|
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
|
|
{
|
|
var osuObject = (OsuHitObject)drawable.HitObject;
|
|
Vector2 origin = drawable.Position;
|
|
|
|
// Wiggle the repeat points and the tail with the slider instead of independently.
|
|
// Also fixes an issue with repeat points being positioned incorrectly.
|
|
if (osuObject is SliderRepeat || osuObject is SliderTailCircle)
|
|
return;
|
|
|
|
Random objRand = new Random((int)osuObject.StartTime);
|
|
|
|
// Wiggle all objects during TimePreempt
|
|
int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
|
|
|
|
void wiggle()
|
|
{
|
|
float nextAngle = (float)(objRand.NextDouble() * 2 * Math.PI);
|
|
float nextDist = (float)(objRand.NextDouble() * wiggle_strength);
|
|
drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
|
|
}
|
|
|
|
for (int i = 0; i < amountWiggles; i++)
|
|
{
|
|
using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration, true))
|
|
wiggle();
|
|
}
|
|
|
|
// Keep wiggling sliders and spinners for their duration
|
|
if (!(osuObject is IHasDuration endTime))
|
|
return;
|
|
|
|
amountWiggles = (int)(endTime.Duration / wiggle_duration);
|
|
|
|
for (int i = 0; i < amountWiggles; i++)
|
|
{
|
|
using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration, true))
|
|
wiggle();
|
|
}
|
|
}
|
|
}
|
|
}
|