mirror of
https://github.com/ppy/osu
synced 2024-12-11 09:27:08 +00:00
a90f8dd4f6
Not really changing anything, just tightening things down to curb possible funny business.
100 lines
3.8 KiB
C#
100 lines
3.8 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.Audio;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToBeatmap, IApplicableToRate
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{
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/// <summary>
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/// The point in the beatmap at which the final ramping rate should be reached.
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/// </summary>
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public const double FINAL_RATE_PROGRESS = 0.75f;
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public override double ScoreMultiplier => 0.5;
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[SettingSource("Initial rate", "The starting speed of the track", SettingControlType = typeof(MultiplierSettingsSlider))]
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public abstract BindableNumber<double> InitialRate { get; }
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[SettingSource("Final rate", "The final speed to ramp to", SettingControlType = typeof(MultiplierSettingsSlider))]
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public abstract BindableNumber<double> FinalRate { get; }
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[SettingSource("Adjust pitch", "Should pitch be adjusted with speed")]
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public abstract BindableBool AdjustPitch { get; }
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public sealed override bool ValidForMultiplayerAsFreeMod => false;
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public override Type[] IncompatibleMods => new[] { typeof(ModRateAdjust), typeof(ModAdaptiveSpeed) };
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public override string SettingDescription => $"{InitialRate.Value:N2}x to {FinalRate.Value:N2}x";
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private double finalRateTime;
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private double beginRampTime;
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public BindableNumber<double> SpeedChange { get; } = new BindableDouble(1)
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{
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Precision = 0.01,
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};
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private readonly RateAdjustModHelper rateAdjustHelper;
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protected ModTimeRamp()
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{
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rateAdjustHelper = new RateAdjustModHelper(SpeedChange);
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rateAdjustHelper.HandleAudioAdjustments(AdjustPitch);
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// for preview purpose at song select. eventually we'll want to be able to update every frame.
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FinalRate.BindValueChanged(_ => applyRateAdjustment(double.PositiveInfinity), true);
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}
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public void ApplyToTrack(IAdjustableAudioComponent track)
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{
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rateAdjustHelper.ApplyToTrack(track);
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FinalRate.TriggerChange();
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}
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public void ApplyToSample(IAdjustableAudioComponent sample)
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{
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sample.AddAdjustment(AdjustableProperty.Frequency, SpeedChange);
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}
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public virtual void ApplyToBeatmap(IBeatmap beatmap)
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{
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SpeedChange.SetDefault();
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double firstObjectStart = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0;
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double lastObjectEnd = beatmap.HitObjects.Any() ? beatmap.GetLastObjectTime() : 0;
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beginRampTime = firstObjectStart;
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finalRateTime = firstObjectStart + FINAL_RATE_PROGRESS * (lastObjectEnd - firstObjectStart);
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}
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public double ApplyToRate(double time, double rate = 1)
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{
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double amount = (time - beginRampTime) / Math.Max(1, finalRateTime - beginRampTime);
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double ramp = InitialRate.Value + (FinalRate.Value - InitialRate.Value) * Math.Clamp(amount, 0, 1);
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// round the end result to match the bindable SpeedChange's precision, in case this is called externally.
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return rate * Math.Round(ramp, 2);
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}
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public virtual void Update(Playfield playfield)
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{
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applyRateAdjustment(playfield.Clock.CurrentTime);
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}
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/// <summary>
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/// Adjust the rate along the specified ramp.
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/// </summary>
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private void applyRateAdjustment(double time) => SpeedChange.Value = ApplyToRate(time);
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}
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}
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