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Merge branch 'master' into catch-droplet-fix
This commit is contained in:
@ -112,7 +112,7 @@ namespace osu.Game.Rulesets.Catch
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public override Drawable CreateIcon() => new SpriteIcon { Icon = FontAwesome.fa_osu_fruits_o };
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public override DifficultyCalculator CreateDifficultyCalculator(IBeatmap beatmap, Mod[] mods = null) => new CatchDifficultyCalculator(beatmap);
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public override DifficultyCalculator CreateDifficultyCalculator(WorkingBeatmap beatmap) => new CatchDifficultyCalculator(this, beatmap);
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public override int? LegacyID => 2;
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@ -0,0 +1,19 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyAttributes : DifficultyAttributes
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{
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public double ApproachRate;
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public int MaxCombo;
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public CatchDifficultyAttributes(Mod[] mods, double starRating)
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: base(mods, starRating)
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{
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}
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}
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}
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@ -1,18 +1,146 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Difficulty;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyCalculator : DifficultyCalculator
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{
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public CatchDifficultyCalculator(IBeatmap beatmap) : base(beatmap)
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/// <summary>
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/// In milliseconds. For difficulty calculation we will only look at the highest strain value in each time interval of size STRAIN_STEP.
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/// This is to eliminate higher influence of stream over aim by simply having more HitObjects with high strain.
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/// The higher this value, the less strains there will be, indirectly giving long beatmaps an advantage.
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/// </summary>
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private const double strain_step = 750;
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/// <summary>
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/// The weighting of each strain value decays to this number * it's previous value
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/// </summary>
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private const double decay_weight = 0.94;
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private const double star_scaling_factor = 0.145;
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public CatchDifficultyCalculator(Ruleset ruleset, WorkingBeatmap beatmap)
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: base(ruleset, beatmap)
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{
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}
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public override double Calculate(Dictionary<string, double> categoryDifficulty = null) => 0;
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protected override DifficultyAttributes Calculate(IBeatmap beatmap, Mod[] mods, double timeRate)
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{
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if (!beatmap.HitObjects.Any())
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return new CatchDifficultyAttributes(mods, 0);
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var catcher = new CatcherArea.Catcher(beatmap.BeatmapInfo.BaseDifficulty);
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float halfCatchWidth = catcher.CatchWidth * 0.5f;
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var difficultyHitObjects = new List<CatchDifficultyHitObject>();
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foreach (var hitObject in beatmap.HitObjects)
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{
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// We want to only consider fruits that contribute to the combo. Droplets are addressed as accuracy and spinners are not relevant for "skill" calculations.
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if (hitObject is Fruit)
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{
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difficultyHitObjects.Add(new CatchDifficultyHitObject((CatchHitObject)hitObject, halfCatchWidth));
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}
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if (hitObject is JuiceStream)
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difficultyHitObjects.AddRange(hitObject.NestedHitObjects.OfType<CatchHitObject>().Where(o => !(o is TinyDroplet)).Select(o => new CatchDifficultyHitObject(o, halfCatchWidth)));
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}
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difficultyHitObjects.Sort((a, b) => a.BaseHitObject.StartTime.CompareTo(b.BaseHitObject.StartTime));
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if (!calculateStrainValues(difficultyHitObjects, timeRate))
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return new CatchDifficultyAttributes(mods, 0);
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// this is the same as osu!, so there's potential to share the implementation... maybe
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double preEmpt = BeatmapDifficulty.DifficultyRange(beatmap.BeatmapInfo.BaseDifficulty.ApproachRate, 1800, 1200, 450) / timeRate;
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double starRating = Math.Sqrt(calculateDifficulty(difficultyHitObjects, timeRate)) * star_scaling_factor;
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return new CatchDifficultyAttributes(mods, starRating)
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{
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ApproachRate = preEmpt > 1200.0 ? -(preEmpt - 1800.0) / 120.0 : -(preEmpt - 1200.0) / 150.0 + 5.0,
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MaxCombo = difficultyHitObjects.Count
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};
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}
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private bool calculateStrainValues(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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CatchDifficultyHitObject lastObject = null;
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if (!objects.Any()) return false;
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// Traverse hitObjects in pairs to calculate the strain value of NextHitObject from the strain value of CurrentHitObject and environment.
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foreach (var currentObject in objects)
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{
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if (lastObject != null)
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currentObject.CalculateStrains(lastObject, timeRate);
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lastObject = currentObject;
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}
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return true;
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}
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private double calculateDifficulty(List<CatchDifficultyHitObject> objects, double timeRate)
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{
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// The strain step needs to be adjusted for the algorithm to be considered equal with speed changing mods
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double actualStrainStep = strain_step * timeRate;
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// Find the highest strain value within each strain step
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var highestStrains = new List<double>();
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double intervalEndTime = actualStrainStep;
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double maximumStrain = 0; // We need to keep track of the maximum strain in the current interval
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CatchDifficultyHitObject previousHitObject = null;
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foreach (CatchDifficultyHitObject hitObject in objects)
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{
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// While we are beyond the current interval push the currently available maximum to our strain list
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while (hitObject.BaseHitObject.StartTime > intervalEndTime)
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{
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highestStrains.Add(maximumStrain);
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// The maximum strain of the next interval is not zero by default! We need to take the last hitObject we encountered, take its strain and apply the decay
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// until the beginning of the next interval.
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if (previousHitObject == null)
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{
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maximumStrain = 0;
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}
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else
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{
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double decay = Math.Pow(CatchDifficultyHitObject.DECAY_BASE, (intervalEndTime - previousHitObject.BaseHitObject.StartTime) / 1000);
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maximumStrain = previousHitObject.Strain * decay;
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}
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// Go to the next time interval
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intervalEndTime += actualStrainStep;
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}
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// Obtain maximum strain
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maximumStrain = Math.Max(hitObject.Strain, maximumStrain);
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previousHitObject = hitObject;
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}
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// Build the weighted sum over the highest strains for each interval
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double difficulty = 0;
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double weight = 1;
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highestStrains.Sort((a, b) => b.CompareTo(a)); // Sort from highest to lowest strain.
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foreach (double strain in highestStrains)
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{
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difficulty += weight * strain;
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weight *= decay_weight;
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}
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return difficulty;
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}
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}
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}
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130
osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyHitObject.cs
Normal file
130
osu.Game.Rulesets.Catch/Difficulty/CatchDifficultyHitObject.cs
Normal file
@ -0,0 +1,130 @@
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Catch.UI;
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using OpenTK;
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namespace osu.Game.Rulesets.Catch.Difficulty
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{
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public class CatchDifficultyHitObject
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{
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internal static readonly double DECAY_BASE = 0.20;
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private const float normalized_hitobject_radius = 41.0f;
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private const float absolute_player_positioning_error = 16f;
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private readonly float playerPositioningError;
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internal CatchHitObject BaseHitObject;
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/// <summary>
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/// Measures jump difficulty. CtB doesn't have something like button pressing speed or accuracy
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/// </summary>
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internal double Strain = 1;
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/// <summary>
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/// This is required to keep track of lazy player movement (always moving only as far as necessary)
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/// Without this quick repeat sliders / weirdly shaped streams might become ridiculously overrated
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/// </summary>
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internal float PlayerPositionOffset;
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internal float LastMovement;
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internal float NormalizedPosition;
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internal float ActualNormalizedPosition => NormalizedPosition + PlayerPositionOffset;
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internal CatchDifficultyHitObject(CatchHitObject baseHitObject, float catcherWidthHalf)
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{
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BaseHitObject = baseHitObject;
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// We will scale everything by this factor, so we can assume a uniform CircleSize among beatmaps.
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float scalingFactor = normalized_hitobject_radius / catcherWidthHalf;
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playerPositioningError = absolute_player_positioning_error; // * scalingFactor;
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NormalizedPosition = baseHitObject.X * CatchPlayfield.BASE_WIDTH * scalingFactor;
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}
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private const double direction_change_bonus = 12.5;
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internal void CalculateStrains(CatchDifficultyHitObject previousHitObject, double timeRate)
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{
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// Rather simple, but more specialized things are inherently inaccurate due to the big difference playstyles and opinions make.
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// See Taiko feedback thread.
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double timeElapsed = (BaseHitObject.StartTime - previousHitObject.BaseHitObject.StartTime) / timeRate;
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double decay = Math.Pow(DECAY_BASE, timeElapsed / 1000);
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// Update new position with lazy movement.
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PlayerPositionOffset =
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MathHelper.Clamp(
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previousHitObject.ActualNormalizedPosition,
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NormalizedPosition - (normalized_hitobject_radius - playerPositioningError),
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NormalizedPosition + (normalized_hitobject_radius - playerPositioningError)) // Obtain new lazy position, but be stricter by allowing for an error of a certain degree of the player.
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- NormalizedPosition; // Subtract HitObject position to obtain offset
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LastMovement = DistanceTo(previousHitObject);
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double addition = spacingWeight(LastMovement);
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if (NormalizedPosition < previousHitObject.NormalizedPosition)
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{
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LastMovement = -LastMovement;
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}
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CatchHitObject previousHitCircle = previousHitObject.BaseHitObject;
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double additionBonus = 0;
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double sqrtTime = Math.Sqrt(Math.Max(timeElapsed, 25));
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// Direction changes give an extra point!
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if (Math.Abs(LastMovement) > 0.1)
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{
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if (Math.Abs(previousHitObject.LastMovement) > 0.1 && Math.Sign(LastMovement) != Math.Sign(previousHitObject.LastMovement))
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{
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double bonus = direction_change_bonus / sqrtTime;
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// Weight bonus by how
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double bonusFactor = Math.Min(playerPositioningError, Math.Abs(LastMovement)) / playerPositioningError;
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// We want time to play a role twice here!
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addition += bonus * bonusFactor;
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// Bonus for tougher direction switches and "almost" hyperdashes at this point
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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additionBonus += 0.3 * bonusFactor;
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}
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}
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// Base bonus for every movement, giving some weight to streams.
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addition += 7.5 * Math.Min(Math.Abs(LastMovement), normalized_hitobject_radius * 2) / (normalized_hitobject_radius * 6) / sqrtTime;
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}
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// Bonus for "almost" hyperdashes at corner points
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if (previousHitCircle != null && previousHitCircle.DistanceToHyperDash <= 10.0f / CatchPlayfield.BASE_WIDTH)
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{
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if (!previousHitCircle.HyperDash)
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{
|
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additionBonus += 1.0;
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}
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else
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{
|
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// After a hyperdash we ARE in the correct position. Always!
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PlayerPositionOffset = 0;
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}
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|
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addition *= 1.0 + additionBonus * ((10 - previousHitCircle.DistanceToHyperDash * CatchPlayfield.BASE_WIDTH) / 10);
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}
|
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|
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addition *= 850.0 / Math.Max(timeElapsed, 25);
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|
||||
Strain = previousHitObject.Strain * decay + addition;
|
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}
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||||
|
||||
private static double spacingWeight(float distance)
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{
|
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return Math.Pow(distance, 1.3) / 500;
|
||||
}
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|
||||
internal float DistanceTo(CatchDifficultyHitObject other)
|
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{
|
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return Math.Abs(ActualNormalizedPosition - other.ActualNormalizedPosition);
|
||||
}
|
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}
|
||||
}
|
@ -24,6 +24,11 @@ namespace osu.Game.Rulesets.Catch.Objects
|
||||
|
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public int ComboIndex { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The distance for a fruit to to next hyper if it's not a hyper.
|
||||
/// </summary>
|
||||
public float DistanceToHyperDash { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The next fruit starts a new combo. Used for explodey.
|
||||
/// </summary>
|
||||
|
@ -42,6 +42,8 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
|
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{
|
||||
public virtual bool CanBePlated => false;
|
||||
|
||||
public virtual bool StaysOnPlate => CanBePlated;
|
||||
|
||||
protected DrawableCatchHitObject(CatchHitObject hitObject)
|
||||
: base(hitObject)
|
||||
{
|
||||
|
@ -13,6 +13,8 @@ namespace osu.Game.Rulesets.Catch.Objects.Drawable
|
||||
{
|
||||
private Pulp pulp;
|
||||
|
||||
public override bool StaysOnPlate => false;
|
||||
|
||||
public DrawableDroplet(Droplet h)
|
||||
: base(h)
|
||||
{
|
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|
@ -28,9 +28,9 @@ namespace osu.Game.Rulesets.Catch.Replays
|
||||
}
|
||||
}
|
||||
|
||||
public override List<InputState> GetPendingStates()
|
||||
public override List<IInput> GetPendingInputs()
|
||||
{
|
||||
if (!Position.HasValue) return new List<InputState>();
|
||||
if (!Position.HasValue) return new List<IInput>();
|
||||
|
||||
var actions = new List<CatchAction>();
|
||||
|
||||
@ -42,7 +42,7 @@ namespace osu.Game.Rulesets.Catch.Replays
|
||||
else if (Position.Value < CurrentFrame.Position)
|
||||
actions.Add(CatchAction.MoveLeft);
|
||||
|
||||
return new List<InputState>
|
||||
return new List<IInput>
|
||||
{
|
||||
new CatchReplayState
|
||||
{
|
||||
|
@ -16,6 +16,7 @@ using osu.Game.Rulesets.Catch.Objects.Drawable;
|
||||
using osu.Game.Rulesets.Catch.Replays;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using OpenTK;
|
||||
using OpenTK.Graphics;
|
||||
|
||||
@ -48,6 +49,16 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
|
||||
public void OnJudgement(DrawableCatchHitObject fruit, Judgement judgement)
|
||||
{
|
||||
void runAfterLoaded(Action action)
|
||||
{
|
||||
// this is required to make this run after the last caught fruit runs UpdateState at least once.
|
||||
// TODO: find a better alternative
|
||||
if (lastPlateableFruit.IsLoaded)
|
||||
action();
|
||||
else
|
||||
lastPlateableFruit.OnLoadComplete = _ => action();
|
||||
}
|
||||
|
||||
if (judgement.IsHit && fruit.CanBePlated)
|
||||
{
|
||||
var caughtFruit = (DrawableCatchHitObject)GetVisualRepresentation?.Invoke(fruit.HitObject);
|
||||
@ -63,21 +74,17 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
caughtFruit.LifetimeEnd = double.MaxValue;
|
||||
|
||||
MovableCatcher.Add(caughtFruit);
|
||||
|
||||
lastPlateableFruit = caughtFruit;
|
||||
|
||||
if (!fruit.StaysOnPlate)
|
||||
runAfterLoaded(() => MovableCatcher.Explode(caughtFruit));
|
||||
|
||||
}
|
||||
|
||||
if (fruit.HitObject.LastInCombo)
|
||||
{
|
||||
if (judgement.IsHit)
|
||||
{
|
||||
// this is required to make this run after the last caught fruit runs UpdateState at least once.
|
||||
// TODO: find a better alternative
|
||||
if (lastPlateableFruit.IsLoaded)
|
||||
MovableCatcher.Explode();
|
||||
else
|
||||
lastPlateableFruit.OnLoadComplete = _ => { MovableCatcher.Explode(); };
|
||||
}
|
||||
runAfterLoaded(() => MovableCatcher.Explode());
|
||||
else
|
||||
MovableCatcher.Drop();
|
||||
}
|
||||
@ -87,7 +94,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
{
|
||||
base.UpdateAfterChildren();
|
||||
|
||||
var state = GetContainingInputManager().CurrentState as CatchFramedReplayInputHandler.CatchReplayState;
|
||||
var state = (GetContainingInputManager().CurrentState as RulesetInputManagerInputState<CatchAction>)?.LastReplayState as CatchFramedReplayInputHandler.CatchReplayState;
|
||||
|
||||
if (state?.CatcherX != null)
|
||||
MovableCatcher.X = state.CatcherX.Value;
|
||||
@ -99,6 +106,11 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
|
||||
public class Catcher : Container, IKeyBindingHandler<CatchAction>
|
||||
{
|
||||
/// <summary>
|
||||
/// Width of the area that can be used to attempt catches during gameplay.
|
||||
/// </summary>
|
||||
internal float CatchWidth => CATCHER_SIZE * Math.Abs(Scale.X);
|
||||
|
||||
private Container<DrawableHitObject> caughtFruit;
|
||||
|
||||
public Container ExplodingFruitTarget;
|
||||
@ -226,63 +238,74 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
/// <returns>Whether the catch is possible.</returns>
|
||||
public bool AttemptCatch(CatchHitObject fruit)
|
||||
{
|
||||
double halfCatcherWidth = CATCHER_SIZE * Math.Abs(Scale.X) * 0.5f;
|
||||
float halfCatchWidth = CatchWidth * 0.5f;
|
||||
|
||||
// this stuff wil disappear once we move fruit to non-relative coordinate space in the future.
|
||||
var catchObjectPosition = fruit.X * CatchPlayfield.BASE_WIDTH;
|
||||
var catcherPosition = Position.X * CatchPlayfield.BASE_WIDTH;
|
||||
|
||||
var validCatch =
|
||||
catchObjectPosition >= catcherPosition - halfCatcherWidth &&
|
||||
catchObjectPosition <= catcherPosition + halfCatcherWidth;
|
||||
catchObjectPosition >= catcherPosition - halfCatchWidth &&
|
||||
catchObjectPosition <= catcherPosition + halfCatchWidth;
|
||||
|
||||
if (validCatch && fruit.HyperDash)
|
||||
{
|
||||
HyperDashModifier = Math.Abs(fruit.HyperDashTarget.X - fruit.X) / Math.Abs(fruit.HyperDashTarget.StartTime - fruit.StartTime) / BASE_SPEED;
|
||||
HyperDashDirection = fruit.HyperDashTarget.X - fruit.X;
|
||||
var target = fruit.HyperDashTarget;
|
||||
double timeDifference = target.StartTime - fruit.StartTime;
|
||||
double positionDifference = target.X * CatchPlayfield.BASE_WIDTH - catcherPosition;
|
||||
double velocity = positionDifference / Math.Max(1.0, timeDifference - 1000.0 / 60.0);
|
||||
|
||||
SetHyperdashState(Math.Abs(velocity), target.X);
|
||||
}
|
||||
else
|
||||
HyperDashModifier = 1;
|
||||
{
|
||||
SetHyperdashState();
|
||||
}
|
||||
|
||||
return validCatch;
|
||||
}
|
||||
|
||||
private double hyperDashModifier = 1;
|
||||
private int hyperDashDirection;
|
||||
private float hyperDashTargetPosition;
|
||||
|
||||
/// <summary>
|
||||
/// Whether we are hypderdashing or not.
|
||||
/// </summary>
|
||||
public bool HyperDashing => hyperDashModifier != 1;
|
||||
|
||||
private double hyperDashModifier = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The direction in which hyperdash is allowed. 0 allows both directions.
|
||||
/// Set hyperdash state.
|
||||
/// </summary>
|
||||
public double HyperDashDirection;
|
||||
|
||||
/// <summary>
|
||||
/// The speed modifier resultant from hyperdash. Will trigger hyperdash when not equal to 1.
|
||||
/// </summary>
|
||||
public double HyperDashModifier
|
||||
/// <param name="modifier">The speed multiplier. If this is less or equals to 1, this catcher will be non-hyperdashing state.</param>
|
||||
/// <param name="targetPosition">When this catcher crosses this position, this catcher ends hyperdashing.</param>
|
||||
public void SetHyperdashState(double modifier = 1, float targetPosition = -1)
|
||||
{
|
||||
get { return hyperDashModifier; }
|
||||
set
|
||||
const float hyperdash_transition_length = 180;
|
||||
|
||||
bool previouslyHyperDashing = HyperDashing;
|
||||
if (modifier <= 1 || X == targetPosition)
|
||||
{
|
||||
if (value == hyperDashModifier) return;
|
||||
hyperDashModifier = value;
|
||||
hyperDashModifier = 1;
|
||||
hyperDashDirection = 0;
|
||||
|
||||
const float transition_length = 180;
|
||||
|
||||
if (HyperDashing)
|
||||
if (previouslyHyperDashing)
|
||||
{
|
||||
this.FadeColour(Color4.OrangeRed, transition_length, Easing.OutQuint);
|
||||
this.FadeTo(0.2f, transition_length, Easing.OutQuint);
|
||||
Trail = true;
|
||||
this.FadeColour(Color4.White, hyperdash_transition_length, Easing.OutQuint);
|
||||
this.FadeTo(1, hyperdash_transition_length, Easing.OutQuint);
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
hyperDashModifier = modifier;
|
||||
hyperDashDirection = Math.Sign(targetPosition - X);
|
||||
hyperDashTargetPosition = targetPosition;
|
||||
|
||||
if (!previouslyHyperDashing)
|
||||
{
|
||||
HyperDashDirection = 0;
|
||||
this.FadeColour(Color4.White, transition_length, Easing.OutQuint);
|
||||
this.FadeTo(1, transition_length, Easing.OutQuint);
|
||||
this.FadeColour(Color4.OrangeRed, hyperdash_transition_length, Easing.OutQuint);
|
||||
this.FadeTo(0.2f, hyperdash_transition_length, Easing.OutQuint);
|
||||
Trail = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -337,12 +360,18 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
var direction = Math.Sign(currentDirection);
|
||||
|
||||
double dashModifier = Dashing ? 1 : 0.5;
|
||||
|
||||
if (hyperDashModifier != 1 && (HyperDashDirection == 0 || direction == Math.Sign(HyperDashDirection)))
|
||||
dashModifier = hyperDashModifier;
|
||||
double speed = BASE_SPEED * dashModifier * hyperDashModifier;
|
||||
|
||||
Scale = new Vector2(Math.Abs(Scale.X) * direction, Scale.Y);
|
||||
X = (float)MathHelper.Clamp(X + direction * Clock.ElapsedFrameTime * BASE_SPEED * dashModifier, 0, 1);
|
||||
X = (float)MathHelper.Clamp(X + direction * Clock.ElapsedFrameTime * speed, 0, 1);
|
||||
|
||||
// Correct overshooting.
|
||||
if (hyperDashDirection > 0 && hyperDashTargetPosition < X ||
|
||||
hyperDashDirection < 0 && hyperDashTargetPosition > X)
|
||||
{
|
||||
X = hyperDashTargetPosition;
|
||||
SetHyperdashState();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -378,28 +407,31 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
var fruit = caughtFruit.ToArray();
|
||||
|
||||
foreach (var f in fruit)
|
||||
Explode(f);
|
||||
}
|
||||
|
||||
public void Explode(DrawableHitObject fruit)
|
||||
{
|
||||
var originalX = fruit.X * Scale.X;
|
||||
|
||||
if (ExplodingFruitTarget != null)
|
||||
{
|
||||
var originalX = f.X * Scale.X;
|
||||
fruit.Anchor = Anchor.TopLeft;
|
||||
fruit.Position = caughtFruit.ToSpaceOfOtherDrawable(fruit.DrawPosition, ExplodingFruitTarget);
|
||||
|
||||
if (ExplodingFruitTarget != null)
|
||||
{
|
||||
f.Anchor = Anchor.TopLeft;
|
||||
f.Position = caughtFruit.ToSpaceOfOtherDrawable(f.DrawPosition, ExplodingFruitTarget);
|
||||
caughtFruit.Remove(fruit);
|
||||
|
||||
caughtFruit.Remove(f);
|
||||
|
||||
ExplodingFruitTarget.Add(f);
|
||||
}
|
||||
|
||||
f.MoveToY(f.Y - 50, 250, Easing.OutSine)
|
||||
.Then()
|
||||
.MoveToY(f.Y + 50, 500, Easing.InSine);
|
||||
|
||||
f.MoveToX(f.X + originalX * 6, 1000);
|
||||
f.FadeOut(750);
|
||||
|
||||
f.Expire();
|
||||
ExplodingFruitTarget.Add(fruit);
|
||||
}
|
||||
|
||||
fruit.MoveToY(fruit.Y - 50, 250, Easing.OutSine)
|
||||
.Then()
|
||||
.MoveToY(fruit.Y + 50, 500, Easing.InSine);
|
||||
|
||||
fruit.MoveToX(fruit.X + originalX * 6, 1000);
|
||||
fruit.FadeOut(750);
|
||||
|
||||
fruit.Expire();
|
||||
}
|
||||
|
||||
private class CatcherSprite : Sprite
|
||||
|
Reference in New Issue
Block a user