mirror of
https://github.com/osukey/osukey.git
synced 2025-06-05 21:07:18 +09:00
No "gameplayClock" usage with playfield update mods
This commit is contained in:
parent
55f1865c03
commit
4de6df71c5
@ -31,8 +31,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
|
|
||||||
private OsuInputManager inputManager = null!;
|
private OsuInputManager inputManager = null!;
|
||||||
|
|
||||||
private IFrameStableClock gameplayClock = null!;
|
|
||||||
|
|
||||||
private List<OsuReplayFrame> replayFrames = null!;
|
private List<OsuReplayFrame> replayFrames = null!;
|
||||||
|
|
||||||
private int currentFrame;
|
private int currentFrame;
|
||||||
@ -41,7 +39,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
{
|
{
|
||||||
if (currentFrame == replayFrames.Count - 1) return;
|
if (currentFrame == replayFrames.Count - 1) return;
|
||||||
|
|
||||||
double time = gameplayClock.CurrentTime;
|
double time = playfield.Clock.CurrentTime;
|
||||||
|
|
||||||
// Very naive implementation of autopilot based on proximity to replay frames.
|
// Very naive implementation of autopilot based on proximity to replay frames.
|
||||||
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
|
// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
|
||||||
@ -56,8 +54,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
|
|
||||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||||
{
|
{
|
||||||
gameplayClock = drawableRuleset.FrameStableClock;
|
|
||||||
|
|
||||||
// Grab the input manager to disable the user's cursor, and for future use
|
// Grab the input manager to disable the user's cursor, and for future use
|
||||||
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
|
inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
|
||||||
inputManager.AllowUserCursorMovement = false;
|
inputManager.AllowUserCursorMovement = false;
|
||||||
|
@ -5,6 +5,7 @@ using System;
|
|||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Graphics.Sprites;
|
using osu.Framework.Graphics.Sprites;
|
||||||
using osu.Framework.Localisation;
|
using osu.Framework.Localisation;
|
||||||
|
using osu.Framework.Timing;
|
||||||
using osu.Framework.Utils;
|
using osu.Framework.Utils;
|
||||||
using osu.Game.Configuration;
|
using osu.Game.Configuration;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
@ -27,8 +28,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
public override double ScoreMultiplier => 0.5;
|
public override double ScoreMultiplier => 0.5;
|
||||||
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel) };
|
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModRelax), typeof(OsuModRepel) };
|
||||||
|
|
||||||
private IFrameStableClock gameplayClock = null!;
|
|
||||||
|
|
||||||
[SettingSource("Attraction strength", "How strong the pull is.", 0)]
|
[SettingSource("Attraction strength", "How strong the pull is.", 0)]
|
||||||
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
|
public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f)
|
||||||
{
|
{
|
||||||
@ -39,8 +38,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
|
|
||||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||||
{
|
{
|
||||||
gameplayClock = drawableRuleset.FrameStableClock;
|
|
||||||
|
|
||||||
// Hide judgment displays and follow points as they won't make any sense.
|
// Hide judgment displays and follow points as they won't make any sense.
|
||||||
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
|
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
|
||||||
drawableRuleset.Playfield.DisplayJudgements.Value = false;
|
drawableRuleset.Playfield.DisplayJudgements.Value = false;
|
||||||
@ -56,27 +53,27 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
switch (drawable)
|
switch (drawable)
|
||||||
{
|
{
|
||||||
case DrawableHitCircle circle:
|
case DrawableHitCircle circle:
|
||||||
easeTo(circle, cursorPos);
|
easeTo(playfield.Clock, circle, cursorPos);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DrawableSlider slider:
|
case DrawableSlider slider:
|
||||||
|
|
||||||
if (!slider.HeadCircle.Result.HasResult)
|
if (!slider.HeadCircle.Result.HasResult)
|
||||||
easeTo(slider, cursorPos);
|
easeTo(playfield.Clock, slider, cursorPos);
|
||||||
else
|
else
|
||||||
easeTo(slider, cursorPos - slider.Ball.DrawPosition);
|
easeTo(playfield.Clock, slider, cursorPos - slider.Ball.DrawPosition);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void easeTo(DrawableHitObject hitObject, Vector2 destination)
|
private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination)
|
||||||
{
|
{
|
||||||
double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
|
double dampLength = Interpolation.Lerp(3000, 40, AttractionStrength.Value);
|
||||||
|
|
||||||
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
|
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
|
||||||
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
|
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
|
||||||
|
|
||||||
hitObject.Position = new Vector2(x, y);
|
hitObject.Position = new Vector2(x, y);
|
||||||
}
|
}
|
||||||
|
@ -2,9 +2,9 @@
|
|||||||
// See the LICENCE file in the repository root for full licence text.
|
// See the LICENCE file in the repository root for full licence text.
|
||||||
|
|
||||||
using System;
|
using System;
|
||||||
using System.Diagnostics;
|
|
||||||
using osu.Framework.Bindables;
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Localisation;
|
using osu.Framework.Localisation;
|
||||||
|
using osu.Framework.Timing;
|
||||||
using osu.Framework.Utils;
|
using osu.Framework.Utils;
|
||||||
using osu.Game.Configuration;
|
using osu.Game.Configuration;
|
||||||
using osu.Game.Rulesets.Mods;
|
using osu.Game.Rulesets.Mods;
|
||||||
@ -27,8 +27,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
public override double ScoreMultiplier => 1;
|
public override double ScoreMultiplier => 1;
|
||||||
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) };
|
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay), typeof(OsuModMagnetised) };
|
||||||
|
|
||||||
private IFrameStableClock? gameplayClock;
|
|
||||||
|
|
||||||
[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
|
[SettingSource("Repulsion strength", "How strong the repulsion is.", 0)]
|
||||||
public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
|
public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f)
|
||||||
{
|
{
|
||||||
@ -39,8 +37,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
|
|
||||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||||
{
|
{
|
||||||
gameplayClock = drawableRuleset.FrameStableClock;
|
|
||||||
|
|
||||||
// Hide judgment displays and follow points as they won't make any sense.
|
// Hide judgment displays and follow points as they won't make any sense.
|
||||||
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
|
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
|
||||||
drawableRuleset.Playfield.DisplayJudgements.Value = false;
|
drawableRuleset.Playfield.DisplayJudgements.Value = false;
|
||||||
@ -69,29 +65,27 @@ namespace osu.Game.Rulesets.Osu.Mods
|
|||||||
switch (drawable)
|
switch (drawable)
|
||||||
{
|
{
|
||||||
case DrawableHitCircle circle:
|
case DrawableHitCircle circle:
|
||||||
easeTo(circle, destination, cursorPos);
|
easeTo(playfield.Clock, circle, destination, cursorPos);
|
||||||
break;
|
break;
|
||||||
|
|
||||||
case DrawableSlider slider:
|
case DrawableSlider slider:
|
||||||
|
|
||||||
if (!slider.HeadCircle.Result.HasResult)
|
if (!slider.HeadCircle.Result.HasResult)
|
||||||
easeTo(slider, destination, cursorPos);
|
easeTo(playfield.Clock, slider, destination, cursorPos);
|
||||||
else
|
else
|
||||||
easeTo(slider, destination - slider.Ball.DrawPosition, cursorPos);
|
easeTo(playfield.Clock, slider, destination - slider.Ball.DrawPosition, cursorPos);
|
||||||
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void easeTo(DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
|
private void easeTo(IFrameBasedClock clock, DrawableHitObject hitObject, Vector2 destination, Vector2 cursorPos)
|
||||||
{
|
{
|
||||||
Debug.Assert(gameplayClock != null);
|
|
||||||
|
|
||||||
double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
|
double dampLength = Vector2.Distance(hitObject.Position, cursorPos) / (0.04 * RepulsionStrength.Value + 0.04);
|
||||||
|
|
||||||
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime);
|
float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, clock.ElapsedFrameTime);
|
||||||
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime);
|
float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, clock.ElapsedFrameTime);
|
||||||
|
|
||||||
hitObject.Position = new Vector2(x, y);
|
hitObject.Position = new Vector2(x, y);
|
||||||
}
|
}
|
||||||
|
Loading…
x
Reference in New Issue
Block a user