Use deterministic randomness in catch hit object

This commit is contained in:
ekrctb
2020-12-02 16:54:18 +09:00
parent e7c0e9834f
commit 8b6161a51c
3 changed files with 21 additions and 10 deletions

View File

@ -3,7 +3,6 @@
using JetBrains.Annotations;
using osu.Framework.Graphics;
using osu.Framework.Utils;
namespace osu.Game.Rulesets.Catch.Objects.Drawables
{
@ -21,6 +20,17 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawables
{
}
protected override void LoadComplete()
{
base.LoadComplete();
RandomSeed.BindValueChanged(_ =>
{
UpdateComboColour();
UpdateInitialTransforms();
});
}
protected override void UpdateInitialTransforms()
{
base.UpdateInitialTransforms();
@ -28,14 +38,14 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawables
const float end_scale = 0.6f;
const float random_scale_range = 1.6f;
ScaleContainer.ScaleTo(HitObject.Scale * (end_scale + random_scale_range * RNG.NextSingle()))
ScaleContainer.ScaleTo(HitObject.Scale * (end_scale + random_scale_range * RandomSingle(3)))
.Then().ScaleTo(HitObject.Scale * end_scale, HitObject.TimePreempt);
ScaleContainer.RotateTo(getRandomAngle())
ScaleContainer.RotateTo(getRandomAngle(1))
.Then()
.RotateTo(getRandomAngle(), HitObject.TimePreempt);
.RotateTo(getRandomAngle(2), HitObject.TimePreempt);
float getRandomAngle() => 180 * (RNG.NextSingle() * 2 - 1);
float getRandomAngle(int series) => 180 * (RandomSingle(series) * 2 - 1);
}
public override void PlaySamples()