2018-09-16 12:57:54 +02:00

299 lines
9.7 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// 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
{
/// <summary>
/// Element for the Blinds mod drawing 2 black boxes covering the whole screen which resize inside a restricted area with some leniency.
/// </summary>
public class DrawableOsuBlinds : Container
{
/// <summary>
/// Black background boxes behind blind panel textures.
/// </summary>
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;
/// <summary>
/// <para>
/// Percentage of playfield to extend blinds over. Basically moves the origin points where the blinds start.
/// </para>
/// <para>
/// -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.
/// </para>
/// </summary>
private const float leniency = 0.1f;
/// <summary>
/// Multiplier for adding a gap when the Easy mod is also currently applied.
/// </summary>
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);
}
/// <summary>
/// Health between 0 and 1 for the blinds to base the width on. Will get animated for 200ms using out-quintic easing.
/// </summary>
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;
}
}
}
}