mirror of https://github.com/ppy/osu
216 lines
8.4 KiB
C#
216 lines
8.4 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Pooling;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Localisation;
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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.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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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 partial class OsuModBubbles : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToDrawableHitObject, IApplicableToScoreProcessor
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{
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public override string Name => "Bubbles";
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public override string Acronym => "BU";
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public override LocalisableString Description => "Don't let their popping distract you!";
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public override double ScoreMultiplier => 1;
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public override ModType Type => ModType.Fun;
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// Compatibility with these seems potentially feasible in the future, blocked for now because they don't work as one would expect
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public override Type[] IncompatibleMods => new[] { typeof(OsuModBarrelRoll), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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private PlayfieldAdjustmentContainer bubbleContainer = null!;
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private DrawablePool<BubbleDrawable> bubblePool = null!;
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private readonly Bindable<int> currentCombo = new BindableInt();
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private float maxSize;
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private float bubbleSize;
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private double bubbleFade;
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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currentCombo.BindTo(scoreProcessor.Combo);
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currentCombo.BindValueChanged(combo =>
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maxSize = Math.Min(1.75f, (float)(1.25 + 0.005 * combo.NewValue)), true);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Multiplying by 2 results in an initial size that is too large, hence 1.90 has been chosen
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// Also avoids the HitObject bleeding around the edges of the bubble drawable at minimum size
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bubbleSize = (float)(drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().Radius * 1.90f);
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bubbleFade = drawableRuleset.Beatmap.HitObjects.OfType<HitCircle>().First().TimePreempt * 2;
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// We want to hide the judgements since they are obscured by the BubbleDrawable (due to layering)
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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bubbleContainer = drawableRuleset.CreatePlayfieldAdjustmentContainer();
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drawableRuleset.Overlays.Add(bubbleContainer);
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drawableRuleset.Overlays.Add(bubblePool = new DrawablePool<BubbleDrawable>(100));
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}
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public void ApplyToDrawableHitObject(DrawableHitObject drawableObject)
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{
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drawableObject.OnNewResult += (drawable, _) =>
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{
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if (drawable is not DrawableOsuHitObject drawableOsuHitObject) return;
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switch (drawableOsuHitObject.HitObject)
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{
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case Slider:
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case SpinnerTick:
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break;
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default:
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addBubble();
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break;
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}
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void addBubble()
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{
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BubbleDrawable bubble = bubblePool.Get();
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bubble.DrawableOsuHitObject = drawableOsuHitObject;
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bubble.InitialSize = new Vector2(bubbleSize);
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bubble.FadeTime = bubbleFade;
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bubble.MaxSize = maxSize;
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bubbleContainer.Add(bubble);
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}
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};
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drawableObject.OnRevertResult += (drawable, _) =>
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{
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if (drawable.HitObject is SpinnerTick or Slider) return;
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BubbleDrawable? lastBubble = bubbleContainer.OfType<BubbleDrawable>().LastOrDefault();
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lastBubble?.ClearTransforms();
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lastBubble?.Expire(true);
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};
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}
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#region Pooled Bubble drawable
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private partial class BubbleDrawable : PoolableDrawable
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{
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public DrawableOsuHitObject? DrawableOsuHitObject { get; set; }
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public Vector2 InitialSize { get; set; }
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public float MaxSize { get; set; }
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public double FadeTime { get; set; }
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private readonly Box colourBox;
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private readonly CircularContainer content;
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public BubbleDrawable()
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{
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Origin = Anchor.Centre;
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InternalChild = content = new CircularContainer
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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MaskingSmoothness = 2,
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BorderThickness = 0,
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BorderColour = Colour4.White,
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Masking = true,
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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Colour = Colour4.Black.Opacity(0.05f),
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},
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Child = colourBox = new Box { RelativeSizeAxes = Axes.Both, }
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};
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}
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protected override void PrepareForUse()
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{
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Debug.Assert(DrawableOsuHitObject.IsNotNull());
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Colour = DrawableOsuHitObject.IsHit ? Colour4.White : Colour4.Black;
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Scale = new Vector2(1);
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Position = getPosition(DrawableOsuHitObject);
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Size = InitialSize;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
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ColourInfo colourDarker = DrawableOsuHitObject.AccentColour.Value.Darken(0.1f);
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double duration = 1700 + Math.Pow(FadeTime, 1.07f);
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// Main bubble scaling based on combo
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this.FadeTo(1)
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.ScaleTo(MaxSize, duration * 0.8f)
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.Then()
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// Pop at the end of the bubbles life time
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.ScaleTo(MaxSize * 1.5f, duration * 0.2f, Easing.OutQuint)
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.FadeOut(duration * 0.2f, Easing.OutCirc).Expire();
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if (!DrawableOsuHitObject.IsHit) return;
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content.BorderThickness = InitialSize.X / 3.5f;
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content.BorderColour = Colour4.White;
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colourBox.FadeColour(colourDarker);
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content.TransformTo(nameof(BorderColour), colourDarker, duration * 0.3f, Easing.OutQuint);
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// Ripple effect utilises the border to reduce drawable count
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content.TransformTo(nameof(BorderThickness), 2f, duration * 0.3f, Easing.OutQuint)
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.Then()
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// Avoids transparency overlap issues during the bubble "pop"
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.TransformTo(nameof(BorderThickness), 0f);
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}
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private Vector2 getPosition(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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// SliderHeads are derived from HitCircles,
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// so we must handle them before to avoid them using the wrong positioning logic
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case DrawableSliderHead:
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return drawableObject.HitObject.Position;
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// Using hitobject position will cause issues with HitCircle placement due to stack leniency.
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case DrawableHitCircle:
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return drawableObject.Position;
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default:
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return drawableObject.HitObject.Position;
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}
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}
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}
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#endregion
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}
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}
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