Refactor opacity computation algorithm

This commit is contained in:
Dan Balasescu
2022-05-12 17:19:07 +09:00
parent ce095d6af6
commit 4463a26f4e
3 changed files with 28 additions and 13 deletions

View File

@ -4,6 +4,7 @@
using System;
using osu.Game.Rulesets.Difficulty.Preprocessing;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Osu.Mods;
using osu.Game.Rulesets.Osu.Objects;
using osuTK;
@ -85,19 +86,33 @@ namespace osu.Game.Rulesets.Osu.Difficulty.Preprocessing
setDistances(clockRate);
}
public double Opacity(double mapTime, bool hidden)
public double OpacityAt(double time, bool hidden)
{
double ms = BaseObject.StartTime - mapTime;
if (ms < 0)
if (time > BaseObject.StartTime)
{
// Consider a hitobject as being invisible when its start time is passed.
// In reality the hitobject will be visible beyond its start time up until its hittable window has passed,
// but this is an approximation and such a case is unlikely to be hit where this function is used.
return 0.0;
}
double preemptTime = BaseObject.TimePreempt;
double fadeInTime = BaseObject.TimeFadeIn;
double fadeInStartTime = BaseObject.StartTime - BaseObject.TimePreempt;
double fadeInDuration = BaseObject.TimeFadeIn;
if (hidden)
return Math.Clamp(Math.Min((1.0 - ms / preemptTime) * 2.5, (ms / preemptTime - 0.3) * (1.0 / 0.3)), 0.0, 1.0);
else
return Math.Clamp((preemptTime - ms) / fadeInTime, 0.0, 1.0);
{
// Taken from OsuModHidden.
double fadeOutStartTime = BaseObject.StartTime - BaseObject.TimePreempt + BaseObject.TimeFadeIn;
double fadeOutDuration = BaseObject.TimePreempt * OsuModHidden.FADE_OUT_DURATION_MULTIPLIER;
return Math.Min
(
Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0),
1.0 - Math.Clamp((time - fadeOutStartTime) / fadeOutDuration, 0.0, 1.0)
);
}
return Math.Clamp((time - fadeInStartTime) / fadeInDuration, 0.0, 1.0);
}
private void setDistances(double clockRate)