mirror of
https://github.com/ppy/osu
synced 2024-12-20 22:05:36 +00:00
84 lines
3.5 KiB
C#
84 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.Graphics.Sprites;
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using osu.Framework.Localisation;
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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.Objects.Types;
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using osu.Game.Rulesets.Osu.Objects;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModWiggle : ModWithVisibilityAdjustment
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{
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public override string Name => "Wiggle";
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public override string Acronym => "WG";
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public override IconUsage? Icon => FontAwesome.Solid.Certificate;
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "They just won't stay still...";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel) };
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private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles
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[SettingSource("Strength", "Multiplier applied to the wiggling strength.")]
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public BindableDouble Strength { get; } = new BindableDouble(1)
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{
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MinValue = 0.1f,
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MaxValue = 2f,
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Precision = 0.1f
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};
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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var osuObject = (OsuHitObject)drawable.HitObject;
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Vector2 origin = drawable.Position;
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// Wiggle the repeat points and the tail with the slider instead of independently.
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// Also fixes an issue with repeat points being positioned incorrectly.
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if (osuObject is SliderRepeat || osuObject is SliderTailCircle)
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return;
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Random objRand = new Random((int)osuObject.StartTime);
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// Wiggle all objects during TimePreempt
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int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
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void wiggle()
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{
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float nextAngle = (float)(objRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(objRand.NextDouble() * Strength.Value * 7);
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drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
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}
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration))
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wiggle();
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}
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// Keep wiggling sliders and spinners for their duration
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if (!(osuObject is IHasDuration endTime))
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return;
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amountWiggles = (int)(endTime.Duration / wiggle_duration);
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration))
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wiggle();
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}
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}
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}
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}
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