mirror of
https://github.com/ppy/osu
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165 lines
7.1 KiB
C#
165 lines
7.1 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.Linq;
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using osu.Framework.Bindables;
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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.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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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 OsuModDepth : ModWithVisibilityAdjustment, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Depth";
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public override string Acronym => "DP";
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public override IconUsage? Icon => FontAwesome.Solid.Cube;
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public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "3D. Almost.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(ModWithVisibilityAdjustment) }).ToArray();
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private static readonly Vector3 camera_position = new Vector3(OsuPlayfield.BASE_SIZE.X * 0.5f, OsuPlayfield.BASE_SIZE.Y * 0.5f, -200);
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private readonly float sliderMinDepth = depthForScale(1.5f); // Depth at which slider's scale will be 1.5f
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[SettingSource("Maximum depth", "How far away objects appear.", 0)]
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public BindableFloat MaxDepth { get; } = new BindableFloat(100)
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{
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Precision = 10,
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MinValue = 50,
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MaxValue = 200
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};
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[SettingSource("Show Approach Circles", "Whether approach circles should be visible.", 1)]
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public BindableBool ShowApproachCircles { get; } = new BindableBool(true);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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// Hide judgment displays and follow points as they won't make any sense.
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// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
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drawableRuleset.Playfield.DisplayJudgements.Value = false;
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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private void applyTransform(DrawableHitObject drawable, ArmedState state)
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{
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switch (drawable)
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{
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case DrawableHitCircle circle:
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if (!ShowApproachCircles.Value)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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using (circle.BeginAbsoluteSequence(appearTime))
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circle.ApproachCircle.Hide();
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}
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break;
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}
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}
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public void Update(Playfield playfield)
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{
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double time = playfield.Time.Current;
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foreach (var entry in playfield.HitObjectContainer.AliveEntries)
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{
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var drawable = entry.Value;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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processHitObject(time, circle);
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break;
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case DrawableSlider slider:
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processSlider(time, slider);
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break;
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}
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}
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}
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private void processHitObject(double time, DrawableOsuHitObject drawable)
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{
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var hitObject = drawable.HitObject;
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// Circles are always moving at the constant speed. They'll fade out before reaching the camera even at extreme conditions (AR 11, max depth).
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double speed = MaxDepth.Value / hitObject.TimePreempt;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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float z = MaxDepth.Value - (float)((Math.Max(time, appearTime) - appearTime) * speed);
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float scale = scaleForDepth(z);
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drawable.Position = toPlayfieldPosition(scale, hitObject.StackedPosition);
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drawable.Scale = new Vector2(scale);
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}
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private void processSlider(double time, DrawableSlider drawableSlider)
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{
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var hitObject = drawableSlider.HitObject;
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double baseSpeed = MaxDepth.Value / hitObject.TimePreempt;
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double appearTime = hitObject.StartTime - hitObject.TimePreempt;
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// Allow slider to move at a constant speed if its scale at the end time will be lower than 1.5f
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float zEnd = MaxDepth.Value - (float)((Math.Max(hitObject.StartTime + hitObject.Duration, appearTime) - appearTime) * baseSpeed);
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if (zEnd > sliderMinDepth)
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{
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processHitObject(time, drawableSlider);
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return;
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}
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double offsetAfterStartTime = hitObject.Duration + 500;
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double slowSpeed = Math.Min(-sliderMinDepth / offsetAfterStartTime, baseSpeed);
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double decelerationTime = hitObject.TimePreempt * 0.2;
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float decelerationDistance = (float)(decelerationTime * (baseSpeed + slowSpeed) * 0.5);
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float z;
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if (time < hitObject.StartTime - decelerationTime)
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{
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float fullDistance = decelerationDistance + (float)(baseSpeed * (hitObject.TimePreempt - decelerationTime));
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z = fullDistance - (float)((Math.Max(time, appearTime) - appearTime) * baseSpeed);
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}
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else if (time < hitObject.StartTime)
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{
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double timeOffset = time - (hitObject.StartTime - decelerationTime);
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double deceleration = (slowSpeed - baseSpeed) / decelerationTime;
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z = decelerationDistance - (float)(baseSpeed * timeOffset + deceleration * timeOffset * timeOffset * 0.5);
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}
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else
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{
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double endTime = hitObject.StartTime + offsetAfterStartTime;
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z = -(float)((Math.Min(time, endTime) - hitObject.StartTime) * slowSpeed);
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}
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float scale = scaleForDepth(z);
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drawableSlider.Position = toPlayfieldPosition(scale, hitObject.StackedPosition);
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drawableSlider.Scale = new Vector2(scale);
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}
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private static float scaleForDepth(float depth) => -camera_position.Z / Math.Max(1f, depth - camera_position.Z);
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private static float depthForScale(float scale) => -camera_position.Z / scale + camera_position.Z;
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private static Vector2 toPlayfieldPosition(float scale, Vector2 positionAtZeroDepth)
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{
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return (positionAtZeroDepth - camera_position.Xy) * scale + camera_position.Xy;
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}
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}
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}
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