Add static configuration

This commit is contained in:
Dean Herbert 2022-06-10 18:27:58 +09:00
parent 5deaa42e9f
commit ba14d646c3

View File

@ -4,12 +4,15 @@
#nullable enable #nullable enable
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Input.Events; using osu.Framework.Input.Events;
using osu.Game.Graphics; using osu.Game.Graphics;
using osu.Game.Graphics.Sprites; using osu.Game.Graphics.Sprites;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Scoring;
using osuTK; using osuTK;
@ -25,11 +28,11 @@ namespace osu.Game.Screens.Utility
private readonly List<HitEvent> hitEvents = new List<HitEvent>(); private readonly List<HitEvent> hitEvents = new List<HitEvent>();
private int? lastGeneratedBeat; private double? lastGeneratedBeatTime;
private const double beat_length = 500; private static readonly BindableDouble beat_length = new BindableDouble(500) { MinValue = 200, MaxValue = 1000 };
private const double approach_rate_milliseconds = 100; private static readonly BindableDouble approach_rate_milliseconds = new BindableDouble(100) { MinValue = 50, MaxValue = 500 };
private const float spacing = 0.1f; private static readonly BindableFloat spacing = new BindableFloat(0.2f) { MinValue = 0.05f, MaxValue = 0.4f };
protected override void LoadComplete() protected override void LoadComplete()
{ {
@ -37,12 +40,40 @@ namespace osu.Game.Screens.Utility
InternalChildren = new Drawable[] InternalChildren = new Drawable[]
{ {
new FillFlowContainer
{
AutoSizeAxes = Axes.Y,
Width = 400,
Spacing = new Vector2(2),
Direction = FillDirection.Vertical,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
new SettingsSlider<double>
{
LabelText = "time spacing",
Current = beat_length
},
new SettingsSlider<float>
{
LabelText = "visual spacing",
Current = spacing
},
new SettingsSlider<double>
{
LabelText = "approach time",
Current = approach_rate_milliseconds
},
}
},
unstableRate = new OsuSpriteText unstableRate = new OsuSpriteText
{ {
Anchor = Anchor.Centre, Anchor = Anchor.Centre,
Origin = Anchor.Centre, Origin = Anchor.Centre,
Font = OsuFont.Default.With(size: 24) Font = OsuFont.Default.With(size: 24),
} Y = -100,
},
}; };
} }
@ -50,45 +81,53 @@ namespace osu.Game.Screens.Utility
{ {
base.Update(); base.Update();
int nextBeat = (int)(Clock.CurrentTime / beat_length); // We want to generate a few hit objects ahead of the current time (to allow them to animate).
if (lastGeneratedBeat == null || nextBeat != lastGeneratedBeat) int nextBeat = (int)(Clock.CurrentTime / beat_length.Value) + 1;
double generateUpTo = (nextBeat + 2) * beat_length.Value;
while (lastGeneratedBeatTime == null || lastGeneratedBeatTime < generateUpTo)
{ {
// generate four beats ahead to allow time for beats to display. double time = ++nextBeat * beat_length.Value;
newBeat(nextBeat + 4);
lastGeneratedBeat = nextBeat; if (time <= lastGeneratedBeatTime)
continue;
newBeat(time);
lastGeneratedBeatTime = time;
} }
} }
private void newBeat(int index) private void newBeat(double time)
{ {
nextLocation++; nextLocation++;
Vector2 location; Vector2 location;
const float spacing_low = 0.5f - spacing; float spacingLow = 0.5f - spacing.Value;
const float spacing_high = 0.5f + spacing; float spacingHigh = 0.5f + spacing.Value;
switch (nextLocation % 4) switch (nextLocation % 4)
{ {
default: default:
location = new Vector2(spacing_low, spacing_low); location = new Vector2(spacingLow, spacingLow);
break; break;
case 1: case 1:
location = new Vector2(spacing_high, spacing_high); location = new Vector2(spacingHigh, spacingHigh);
break; break;
case 2: case 2:
location = new Vector2(spacing_high, spacing_low); location = new Vector2(spacingHigh, spacingLow);
break; break;
case 3: case 3:
location = new Vector2(spacing_low, spacing_high); location = new Vector2(spacingLow, spacingHigh);
break; break;
} }
AddInternal(new SampleHitCircle(index * beat_length) AddInternal(new SampleHitCircle(time)
{ {
RelativePositionAxes = Axes.Both, RelativePositionAxes = Axes.Both,
Position = location, Position = location,
@ -186,7 +225,7 @@ namespace osu.Game.Screens.Utility
{ {
base.Update(); base.Update();
approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds, 0, 100)); approach.Scale = new Vector2(1 + (float)MathHelper.Clamp((HitTime - Clock.CurrentTime) / approach_rate_milliseconds.Value, 0, 100));
Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1); Alpha = (float)MathHelper.Clamp((Clock.CurrentTime - HitTime + 600) / 400, 0, 1);
if (Clock.CurrentTime > HitTime + 200) if (Clock.CurrentTime > HitTime + 200)