osukey/osu.Game.Rulesets.Osu/Mods/OsuEaseHitObjectPositionsMod.cs
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2022-06-07 12:05:53 -04:00

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Bindables;
using osu.Framework.Utils;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public abstract class OsuEaseHitObjectPositionsMod : Mod, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
{
public override ModType Type => ModType.Fun;
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModWiggle), typeof(OsuModTransform), typeof(ModAutoplay) };
public abstract BindableFloat EasementStrength { get; }
protected Vector2 CursorPosition;
protected DrawableHitObject WorkingHitObject;
protected abstract Vector2 DestinationVector { get; }
private IFrameStableClock gameplayClock;
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
gameplayClock = drawableRuleset.FrameStableClock;
// Hide judgment displays and follow points as they won't make any sense.
// Judgements can potentially be turned on in a future where they display at a position relative to their drawable counterpart.
drawableRuleset.Playfield.DisplayJudgements.Value = false;
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
public void Update(Playfield playfield)
{
CursorPosition = playfield.Cursor.ActiveCursor.DrawPosition;
foreach (var drawable in playfield.HitObjectContainer.AliveObjects)
{
WorkingHitObject = drawable;
switch (drawable)
{
case DrawableHitCircle circle:
easeHitObjectPositionToVector(circle, DestinationVector);
break;
case DrawableSlider slider:
if (!slider.HeadCircle.Result.HasResult)
easeHitObjectPositionToVector(slider, DestinationVector);
else
easeHitObjectPositionToVector(slider, DestinationVector - slider.Ball.DrawPosition);
break;
}
}
}
private void easeHitObjectPositionToVector(DrawableHitObject hitObject, Vector2 destination)
{
double dampLength = Interpolation.Lerp(3000, 40, EasementStrength.Value);
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);
}
}
}