mirror of
https://github.com/ppy/osu
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af80418ee8
A breaking change in `ModWithVisibilityAdjustment` if the method was overriden.
98 lines
3.5 KiB
C#
98 lines
3.5 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.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Input;
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using osu.Framework.Input.Events;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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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;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObject
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{
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public override double ScoreMultiplier => 1.12;
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private const float default_flashlight_size = 180;
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private const double default_follow_delay = 120;
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private OsuFlashlight flashlight;
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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if (drawable is DrawableSlider s)
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s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
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}
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public override void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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base.ApplyToDrawableRuleset(drawableRuleset);
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flashlight.FollowDelay = FollowDelay.Value;
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}
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[SettingSource("Follow delay", "Milliseconds until the flashlight reaches the cursor")]
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public BindableNumber<double> FollowDelay { get; } = new BindableDouble(default_follow_delay)
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{
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MinValue = default_follow_delay,
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MaxValue = default_follow_delay * 10,
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Precision = default_follow_delay,
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};
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private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
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{
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public double FollowDelay { private get; set; }
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public OsuFlashlight()
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{
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FlashlightSize = new Vector2(0, getSizeFor(0));
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}
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public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
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{
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// If a slider is in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration.
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this.TransformTo(nameof(FlashlightDim), e.NewValue ? 0.8f : 0.0f, 50);
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}
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protected override bool OnMouseMove(MouseMoveEvent e)
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{
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var position = FlashlightPosition;
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var destination = e.MousePosition;
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FlashlightPosition = Interpolation.ValueAt(
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Math.Min(Math.Abs(Clock.ElapsedFrameTime), FollowDelay), position, destination, 0, FollowDelay, Easing.Out);
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return base.OnMouseMove(e);
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}
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private float getSizeFor(int combo)
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{
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if (combo > 200)
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return default_flashlight_size * 0.8f;
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else if (combo > 100)
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return default_flashlight_size * 0.9f;
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else
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return default_flashlight_size;
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}
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protected override void OnComboChange(ValueChangedEvent<int> e)
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{
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this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
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}
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protected override string FragmentShader => "CircularFlashlight";
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}
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}
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}
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