// Copyright (c) 2007-2018 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using OpenTK.Graphics; using osu.Framework.Allocation; using osu.Game.Skinning; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces; using System; namespace osu.Game.Rulesets.Osu.Objects.Drawables { /// /// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency. /// public class DrawableOsuBlinds : Container { /// /// Black background boxes behind blind panel textures. /// private Box box1, box2; private Sprite panelLeft, panelRight; private Sprite bgPanelLeft, bgPanelRight; private Drawable bgRandomNpc; private Drawable randomNpc; private const float npc_movement_start = 1.5f; private float npcPosition = npc_movement_start; private bool animatingNpc; private Random random; private ISkinSource skin; private float targetClamp = 1; private float target = 1; private readonly float easing = 1; private const float black_depth = 10; private const float bg_panel_depth = 8; private const float fg_panel_depth = 4; private const float npc_depth = 6; private readonly Container restrictTo; private readonly bool modEasy, modHardrock; /// /// /// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start. /// /// /// -1 would mean the blinds always cover the whole screen no matter health. /// 0 would mean the blinds will only ever be on the edge of the playfield on 0% health. /// 1 would mean the blinds are fully outside the playfield on 50% health. /// Infinity would mean the blinds are always outside the playfield except on 100% health. /// /// private const float leniency = 0.1f; /// /// Multiplier for adding a gap when the Easy mod is also currently applied. /// private const float easy_position_multiplier = 0.95f; public DrawableOsuBlinds(Container restrictTo, bool hasEasy, bool hasHardrock) { this.restrictTo = restrictTo; modEasy = hasEasy; modHardrock = hasHardrock; } [BackgroundDependencyLoader] private void load(ISkinSource skin, TextureStore textures) { RelativeSizeAxes = Axes.Both; Width = 1; Height = 1; Add(box1 = new Box { Anchor = Anchor.TopLeft, Origin = Anchor.TopLeft, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, Width = 0, Height = 1, Depth = black_depth }); Add(box2 = new Box { Anchor = Anchor.TopRight, Origin = Anchor.TopRight, Colour = Color4.Black, RelativeSizeAxes = Axes.Y, Width = 0, Height = 1, Depth = black_depth }); Add(bgPanelLeft = new ModBlindsPanelSprite { Origin = Anchor.TopRight, Colour = Color4.Gray, Depth = bg_panel_depth + 1 }); Add(panelLeft = new ModBlindsPanelSprite { Origin = Anchor.TopRight, Depth = bg_panel_depth }); Add(bgPanelRight = new ModBlindsPanelSprite { Origin = Anchor.TopLeft, Colour = Color4.Gray, Depth = fg_panel_depth + 1 }); Add(panelRight = new ModBlindsPanelSprite { Origin = Anchor.TopLeft, Depth = fg_panel_depth }); random = new Random(); Add(bgRandomNpc = new Box { Anchor = Anchor.Centre, Origin = Anchor.Centre, Colour = Color4.Black, Width = 512 * 0.4f, Height = 512 * 0.95f, RelativePositionAxes = Axes.Y, X = -512, Y = 0, Depth = black_depth }); Add(new SkinnableDrawable("Play/Catch/fruit-catcher-idle", name => randomNpc = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Texture = textures.Get(name), Width = 512, Height = 512, RelativePositionAxes = Axes.Y, X = -512, Y = 0 }) { Depth = npc_depth }); this.skin = skin; skin.SourceChanged += skinChanged; PanelTexture = textures.Get("Play/osu/blinds-panel"); } private void skinChanged() { PanelTexture = skin.GetTexture("Play/osu/blinds-panel"); } private float applyGap(float value) { float ret; if (modEasy) { const float multiplier = 0.95f; ret = value * multiplier; } else if (modHardrock) { const float multiplier = 1.1f; ret = value * multiplier; } else { ret = value; } if (ret > targetClamp) return targetClamp; else if (ret < 0) return 0; else return ret; } private static float applyAdjustmentCurve(float value) { // lagrange polinominal for (0,0) (0.5,0.35) (1,1) should make a good curve return 0.6f * value * value + 0.4f * value; } protected override void Update() { float start = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopLeft).X; float end = Parent.ToLocalSpace(restrictTo.ScreenSpaceDrawQuad.TopRight).X; float rawWidth = end - start; start -= rawWidth * leniency * 0.5f; end += rawWidth * leniency * 0.5f; float width = (end - start) * 0.5f * applyAdjustmentCurve(applyGap(easing)); // different values in case the playfield ever moves from center to somewhere else. box1.Width = start + width; box2.Width = DrawWidth - end + width; panelLeft.X = start + width; panelRight.X = end - width; bgPanelLeft.X = start; bgPanelRight.X = end; float adjustedNpcPosition = npcPosition * rawWidth; if (randomNpc != null) randomNpc.X = adjustedNpcPosition; bgRandomNpc.X = adjustedNpcPosition; } public void TriggerNpc() { if (animatingNpc) return; bool left = (random.Next() & 1) != 0; bool exit = (random.Next() & 1) != 0; float start, end; if (left) { start = -npc_movement_start; end = npc_movement_start; randomNpc.Scale = new OpenTK.Vector2(1, 1); } else { start = npc_movement_start; end = -npc_movement_start; randomNpc.Scale = new OpenTK.Vector2(-1, 1); } // depths for exit from the left and entry from the right if (left == exit) { ChangeChildDepth(bgPanelLeft, fg_panel_depth + 1); ChangeChildDepth(panelLeft, fg_panel_depth); ChangeChildDepth(bgPanelRight, bg_panel_depth + 1); ChangeChildDepth(panelRight, bg_panel_depth); } else // depths for entry from the left or exit from the right { ChangeChildDepth(bgPanelLeft, bg_panel_depth + 1); ChangeChildDepth(panelLeft, bg_panel_depth); ChangeChildDepth(bgPanelRight, fg_panel_depth + 1); ChangeChildDepth(panelRight, fg_panel_depth); } animatingNpc = true; npcPosition = start; this.TransformTo(nameof(npcPosition), end, 3000, Easing.OutSine).Finally(_ => animatingNpc = false); targetClamp = 1; this.Delay(600).TransformTo(nameof(targetClamp), 0.6f, 300).Delay(500).TransformTo(nameof(targetClamp), 1f, 300); randomNpc?.FadeIn(250).Delay(2000).FadeOut(500); bgRandomNpc.FadeIn(250).Delay(2000).FadeOut(500); } /// /// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing. /// public float Value { set { target = value; this.TransformTo(nameof(easing), target, 200, Easing.OutQuint); } get { return target; } } public Texture PanelTexture { set { panelLeft.Texture = value; panelRight.Texture = value; bgPanelLeft.Texture = value; bgPanelRight.Texture = value; } } } }