mirror of
https://github.com/ppy/osu
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83 lines
3.4 KiB
C#
83 lines
3.4 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Game.Graphics;
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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 OpenTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
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{
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public override string Name => "Wiggle";
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public override string ShortenedName => "WG";
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public override FontAwesome Icon => FontAwesome.fa_arrows_alt;
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public override ModType Type => ModType.Fun;
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public override string Description => "They just won't stay still...";
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public override double ScoreMultiplier => 1;
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private const int wiggle_delay = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_strength = 10; // Higher = stronger wiggles
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables)
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drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
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}
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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var hitObject = (OsuHitObject)drawable.HitObject;
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Vector2 origPos = drawable.Position;
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Random distRand = new Random(hitObject.ComboOffset);
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Random angleRand = new Random(hitObject.IndexInCurrentCombo);
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// Wiggle all objects during TimePreempt
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int amountWiggles = (int)hitObject.TimePreempt / wiggle_delay;
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt + i * wiggle_delay, true))
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{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
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Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
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drawable.MoveTo(wiggledPos, wiggle_delay);
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}
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}
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// Keep wiggling sliders and spinners for their duration
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double objDuration;
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if (hitObject is Slider slider)
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{
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objDuration = slider.Duration;
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}
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else if (hitObject is Spinner spinner)
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{
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objDuration = spinner.Duration;
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}
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else
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return;
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amountWiggles = (int)(objDuration / wiggle_delay);
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for (int i = 0; i < amountWiggles; i++)
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{
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime + i * wiggle_delay, true))
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{
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float nextAngle = (float)(angleRand.NextDouble() * 2 * Math.PI);
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float nextDist = (float)(distRand.NextDouble() * wiggle_strength);
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Vector2 wiggledPos = new Vector2((float)(nextDist * Math.Cos(nextAngle) + origPos.X), (float)(nextDist * Math.Sin(nextAngle) + origPos.Y));
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drawable.MoveTo(wiggledPos, wiggle_delay);
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}
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}
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}
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}
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}
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