mirror of
https://github.com/ppy/osu
synced 2024-12-26 17:02:59 +00:00
197 lines
7.7 KiB
C#
197 lines
7.7 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.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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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.Graphics;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModBlinds : Mod, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToHealthProcessor
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{
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public override string Name => "Blinds";
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public override string Description => "Play with blinds on your screen.";
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public override string Acronym => "BL";
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public override IconUsage? Icon => FontAwesome.Solid.Adjust;
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => false;
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public override double ScoreMultiplier => 1.12;
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private DrawableOsuBlinds blinds;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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drawableRuleset.Overlays.Add(blinds = new DrawableOsuBlinds(drawableRuleset.Playfield.HitObjectContainer, drawableRuleset.Beatmap));
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}
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public void ApplyToHealthProcessor(HealthProcessor healthProcessor)
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{
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healthProcessor.Health.ValueChanged += health => { blinds.AnimateClosedness((float)health.NewValue); };
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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/// <summary>
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/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
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/// </summary>
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public class DrawableOsuBlinds : Container
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{
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/// <summary>
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/// Black background boxes behind blind panel textures.
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/// </summary>
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private Box blackBoxLeft, blackBoxRight;
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private Drawable panelLeft, panelRight, bgPanelLeft, bgPanelRight;
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private readonly Beatmap<OsuHitObject> beatmap;
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/// <summary>
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/// Value between 0 and 1 setting a maximum "closedness" for the blinds.
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/// Useful for animating how far the blinds can be opened while keeping them at the original position if they are wider open than this.
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/// </summary>
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private const float target_clamp = 1;
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private readonly float targetBreakMultiplier = 0;
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private readonly float easing = 1;
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private readonly CompositeDrawable restrictTo;
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/// <summary>
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/// <para>
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/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
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/// </para>
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/// <para>
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/// -1 would mean the blinds always cover the whole screen no matter health.
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/// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health.
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/// 1 would mean the blinds are fully outside the playfield on 50% health.
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/// Infinity would mean the blinds are always outside the playfield except on 100% health.
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/// </para>
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/// </summary>
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private const float leniency = 0.1f;
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public DrawableOsuBlinds(CompositeDrawable restrictTo, Beatmap<OsuHitObject> beatmap)
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{
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this.restrictTo = restrictTo;
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this.beatmap = beatmap;
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new[]
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{
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blackBoxLeft = new Box
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{
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Y,
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},
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blackBoxRight = new Box
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{
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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Colour = Color4.Black,
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RelativeSizeAxes = Axes.Y,
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},
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bgPanelLeft = new ModBlindsPanel
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{
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Origin = Anchor.TopRight,
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Colour = Color4.Gray,
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},
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panelLeft = new ModBlindsPanel { Origin = Anchor.TopRight, },
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bgPanelRight = new ModBlindsPanel { Colour = Color4.Gray },
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panelRight = new ModBlindsPanel()
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};
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}
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private float calculateGap(float value) => Math.Clamp(value, 0, target_clamp) * targetBreakMultiplier;
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// lagrange polinominal for (0,0) (0.6,0.4) (1,1) should make a good curve
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private static float applyAdjustmentCurve(float value) => 0.6f * value * value + 0.4f * value;
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protected override void Update()
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{
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float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X;
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float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X;
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float rawWidth = end - start;
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start -= rawWidth * leniency * 0.5f;
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end += rawWidth * leniency * 0.5f;
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float width = (end - start) * 0.5f * applyAdjustmentCurve(calculateGap(easing));
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// different values in case the playfield ever moves from center to somewhere else.
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blackBoxLeft.Width = start + width;
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blackBoxRight.Width = DrawWidth - end + width;
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panelLeft.X = start + width;
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panelRight.X = end - width;
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bgPanelLeft.X = start;
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bgPanelRight.X = end;
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}
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protected override void LoadComplete()
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{
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const float break_open_early = 500;
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const float break_close_late = 250;
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base.LoadComplete();
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var firstObj = beatmap.HitObjects[0];
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var startDelay = firstObj.StartTime - firstObj.TimePreempt;
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using (BeginAbsoluteSequence(startDelay + break_close_late, true))
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leaveBreak();
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foreach (var breakInfo in beatmap.Breaks)
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{
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if (breakInfo.HasEffect)
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{
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using (BeginAbsoluteSequence(breakInfo.StartTime - break_open_early, true))
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{
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enterBreak();
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using (BeginDelayedSequence(breakInfo.Duration + break_open_early + break_close_late, true))
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leaveBreak();
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}
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}
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}
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}
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private void enterBreak() => this.TransformTo(nameof(targetBreakMultiplier), 0f, 1000, Easing.OutSine);
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private void leaveBreak() => this.TransformTo(nameof(targetBreakMultiplier), 1f, 2500, Easing.OutBounce);
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/// <summary>
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/// 0 is open, 1 is closed.
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/// </summary>
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public void AnimateClosedness(float value) => this.TransformTo(nameof(easing), value, 200, Easing.OutQuint);
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public class ModBlindsPanel : Sprite
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{
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Texture = textures.Get("Gameplay/osu/blinds-panel");
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}
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}
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}
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}
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}
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