Improve flashlight display on break periods

This commit is contained in:
Salman Ahmed
2022-10-11 17:16:57 +03:00
parent cc0ca470f1
commit 84fdd2e107
5 changed files with 31 additions and 37 deletions

View File

@ -2,7 +2,6 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Collections.Generic;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
@ -12,7 +11,6 @@ using osu.Framework.Graphics.Rendering.Vertices;
using osu.Framework.Graphics.Shaders;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Beatmaps.Timing;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Graphics.OpenGL.Vertices;
@ -20,6 +18,7 @@ using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
using osu.Game.Screens.Play;
using osuTK;
using osuTK.Graphics;
@ -84,8 +83,6 @@ namespace osu.Game.Rulesets.Mods
flashlight.Combo.BindTo(Combo);
drawableRuleset.KeyBindingInputManager.Add(flashlight);
flashlight.Breaks = drawableRuleset.Beatmap.Breaks;
}
protected abstract Flashlight CreateFlashlight();
@ -100,8 +97,6 @@ namespace osu.Game.Rulesets.Mods
public override bool RemoveCompletedTransforms => false;
public List<BreakPeriod> Breaks = new List<BreakPeriod>();
private readonly float defaultFlashlightSize;
private readonly float sizeMultiplier;
private readonly bool comboBasedSize;
@ -119,37 +114,36 @@ namespace osu.Game.Rulesets.Mods
shader = shaderManager.Load("PositionAndColour", FragmentShader);
}
[Resolved]
private Player? player { get; set; }
private readonly IBindable<bool> isBreakTime = new BindableBool();
protected override void LoadComplete()
{
base.LoadComplete();
Combo.ValueChanged += OnComboChange;
Combo.ValueChanged += _ => UpdateFlashlightSize(GetSize());
using (BeginAbsoluteSequence(0))
if (player != null)
{
foreach (var breakPeriod in Breaks)
{
if (!breakPeriod.HasEffect)
continue;
if (breakPeriod.Duration < FLASHLIGHT_FADE_DURATION * 2) continue;
this.Delay(breakPeriod.StartTime + FLASHLIGHT_FADE_DURATION).FadeOutFromOne(FLASHLIGHT_FADE_DURATION);
this.Delay(breakPeriod.EndTime - FLASHLIGHT_FADE_DURATION).FadeInFromZero(FLASHLIGHT_FADE_DURATION);
}
isBreakTime.BindTo(player.IsBreakTime);
isBreakTime.BindValueChanged(_ => UpdateFlashlightSize(GetSize()), true);
}
}
protected abstract void OnComboChange(ValueChangedEvent<int> e);
protected abstract void UpdateFlashlightSize(float size);
protected abstract string FragmentShader { get; }
protected float GetSizeFor(int combo)
protected float GetSize()
{
float size = defaultFlashlightSize * sizeMultiplier;
if (comboBasedSize)
size *= GetComboScaleFor(combo);
if (isBreakTime.Value)
size *= 2.5f;
else if (comboBasedSize)
size *= GetComboScaleFor(Combo.Value);
return size;
}