diff --git a/osu.Game.Rulesets.Osu/Mods/OsuEaseHitObjectPositionsMod.cs b/osu.Game.Rulesets.Osu/Mods/OsuEaseHitObjectPositionsMod.cs index 2c344b7a68..74391e53a2 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuEaseHitObjectPositionsMod.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuEaseHitObjectPositionsMod.cs @@ -20,10 +20,10 @@ namespace osu.Game.Rulesets.Osu.Mods public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) }; - protected BindableFloat EasementStrength = new BindableFloat(0.5f); + public abstract BindableFloat EasementStrength { get; } protected Vector2 CursorPosition; protected DrawableHitObject WorkingHitObject; - protected virtual Vector2 DestinationVector => WorkingHitObject.Position; + protected abstract Vector2 DestinationVector { get; } private IFrameStableClock gameplayClock; @@ -47,27 +47,27 @@ namespace osu.Game.Rulesets.Osu.Mods switch (drawable) { case DrawableHitCircle circle: - EaseHitObjectPositionToVector(circle, DestinationVector); + easeHitObjectPositionToVector(circle, DestinationVector); break; case DrawableSlider slider: if (!slider.HeadCircle.Result.HasResult) - EaseHitObjectPositionToVector(slider, DestinationVector); + easeHitObjectPositionToVector(slider, DestinationVector); else - EaseHitObjectPositionToVector(slider, DestinationVector - slider.Ball.DrawPosition); + easeHitObjectPositionToVector(slider, DestinationVector - slider.Ball.DrawPosition); break; } } } - protected void EaseHitObjectPositionToVector(DrawableHitObject hitObject, Vector2 destination) + private void easeHitObjectPositionToVector(DrawableHitObject hitObject, Vector2 destination) { double dampLength = Interpolation.Lerp(3000, 40, EasementStrength.Value); - float x = (float)Interpolation.DampContinuously(hitObject.X, Math.Clamp(destination.X, 0, OsuPlayfield.BASE_SIZE.X), dampLength, gameplayClock.ElapsedFrameTime); - float y = (float)Interpolation.DampContinuously(hitObject.Y, Math.Clamp(destination.Y, 0, OsuPlayfield.BASE_SIZE.Y), dampLength, gameplayClock.ElapsedFrameTime); + float x = (float)Interpolation.DampContinuously(hitObject.X, destination.X, dampLength, gameplayClock.ElapsedFrameTime); + float y = (float)Interpolation.DampContinuously(hitObject.Y, destination.Y, dampLength, gameplayClock.ElapsedFrameTime); hitObject.Position = new Vector2(x, y); } diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModMagnetised.cs b/osu.Game.Rulesets.Osu/Mods/OsuModMagnetised.cs index ca69085e31..1c10d61c99 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModMagnetised.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModMagnetised.cs @@ -21,16 +21,11 @@ namespace osu.Game.Rulesets.Osu.Mods protected override Vector2 DestinationVector => CursorPosition; [SettingSource("Attraction strength", "How strong the pull is.", 0)] - public BindableFloat AttractionStrength { get; } = new BindableFloat(0.5f) + public override BindableFloat EasementStrength { get; } = new BindableFloat(0.5f) { Precision = 0.05f, MinValue = 0.05f, MaxValue = 1.0f, }; - - public OsuModMagnetised() - { - EasementStrength.BindTo(AttractionStrength); - } } } diff --git a/osu.Game.Rulesets.Osu/Mods/OsuModRepel.cs b/osu.Game.Rulesets.Osu/Mods/OsuModRepel.cs index 35f369d9c5..fec66e3ef1 100644 --- a/osu.Game.Rulesets.Osu/Mods/OsuModRepel.cs +++ b/osu.Game.Rulesets.Osu/Mods/OsuModRepel.cs @@ -6,6 +6,9 @@ using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics.Sprites; using osu.Game.Configuration; +using osu.Game.Rulesets.Osu.Utils; +using osu.Game.Rulesets.Osu.Objects; +using osu.Game.Rulesets.Osu.UI; using osuTK; namespace osu.Game.Rulesets.Osu.Mods @@ -19,21 +22,35 @@ namespace osu.Game.Rulesets.Osu.Mods public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModMagnetised)).ToArray(); [SettingSource("Repulsion strength", "How strong the repulsion is.", 0)] - public BindableFloat RepulsionStrength { get; } = new BindableFloat(0.5f) + public override BindableFloat EasementStrength { get; } = new BindableFloat(0.5f) { Precision = 0.05f, MinValue = 0.05f, MaxValue = 1.0f, }; - protected override Vector2 DestinationVector => new Vector2( - 2 * WorkingHitObject.X - CursorPosition.X, - 2 * WorkingHitObject.Y - CursorPosition.Y - ); - - public OsuModRepel() + protected override Vector2 DestinationVector { - EasementStrength.BindTo(RepulsionStrength); + get + { + float x = Math.Clamp(2 * WorkingHitObject.X - CursorPosition.X, 0, OsuPlayfield.BASE_SIZE.X); + float y = Math.Clamp(2 * WorkingHitObject.Y - CursorPosition.Y, 0, OsuPlayfield.BASE_SIZE.Y); + + if (WorkingHitObject.HitObject is Slider slider) + { + var possibleMovementBounds = OsuHitObjectGenerationUtils.CalculatePossibleMovementBounds(slider, false); + + x = possibleMovementBounds.Width < 0 + ? x + : Math.Clamp(x, possibleMovementBounds.Left, possibleMovementBounds.Right); + + y = possibleMovementBounds.Height < 0 + ? y + : Math.Clamp(y, possibleMovementBounds.Top, possibleMovementBounds.Bottom); + } + + return new Vector2(x, y); + } } } } diff --git a/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs b/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs index d1bc3b45df..765477fba2 100644 --- a/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs +++ b/osu.Game.Rulesets.Osu/Utils/OsuHitObjectGenerationUtils_Reposition.cs @@ -167,7 +167,7 @@ namespace osu.Game.Rulesets.Osu.Utils private static Vector2 clampSliderToPlayfield(WorkingObject workingObject) { var slider = (Slider)workingObject.HitObject; - var possibleMovementBounds = calculatePossibleMovementBounds(slider); + var possibleMovementBounds = CalculatePossibleMovementBounds(slider); var previousPosition = workingObject.PositionModified; @@ -212,10 +212,13 @@ namespace osu.Game.Rulesets.Osu.Utils /// Calculates a which contains all of the possible movements of the slider (in relative X/Y coordinates) /// such that the entire slider is inside the playfield. /// + /// The for which to calculate a movement bounding box. + /// Whether the movement bounding box should account for the slider's follow circle. Defaults to true. + /// A which contains all of the possible movements of the slider such that the entire slider is inside the playfield. /// /// If the slider is larger than the playfield, the returned may have negative width/height. /// - private static RectangleF calculatePossibleMovementBounds(Slider slider) + public static RectangleF CalculatePossibleMovementBounds(Slider slider, bool accountForFollowCircleRadius = true) { var pathPositions = new List(); slider.Path.GetPathToProgress(pathPositions, 0, 1); @@ -236,14 +239,17 @@ namespace osu.Game.Rulesets.Osu.Utils maxY = MathF.Max(maxY, pos.Y); } - // Take the circle radius into account. - float radius = (float)slider.Radius; + if (accountForFollowCircleRadius) + { + // Take the circle radius into account. + float radius = (float)slider.Radius; - minX -= radius; - minY -= radius; + minX -= radius; + minY -= radius; - maxX += radius; - maxY += radius; + maxX += radius; + maxY += radius; + } // Given the bounding box of the slider (via min/max X/Y), // the amount that the slider can move to the left is minX (with the sign flipped, since positive X is to the right),