osukey/osu.Game.Rulesets.Osu/Mods/OsuModFlashlight.cs
2019-05-13 01:33:41 +02:00

87 lines
3.2 KiB
C#

// 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.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Input;
using osu.Framework.Input.Events;
using osu.Framework.MathUtils;
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 osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObjects
{
public override double ScoreMultiplier => 1.12;
private const float default_flashlight_size = 180;
private OsuFlashlight flashlight;
public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var s in drawables.OfType<DrawableSlider>())
{
s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
}
}
private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
{
private const double follow_delay = 120;
private double lastPositionUpdate;
public OsuFlashlight()
{
FlashlightSize = new Vector2(0, getSizeFor(0));
}
public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
{
// If a slider is in a tracking state, a further dim should be applied to the (remaining) visible portion of the playfield over a brief duration.
this.TransformTo(nameof(FlashlightDim), e.NewValue ? 0.8f : 0.0f, 50);
}
protected override bool OnMouseMove(MouseMoveEvent e)
{
var position = FlashlightPosition;
var destination = e.MousePosition;
double frameTime = Clock.CurrentTime - lastPositionUpdate;
double interp = Interpolation.ApplyEasing(Easing.Out, MathHelper.Clamp(frameTime / follow_delay, 0, 1));
FlashlightPosition = new Vector2(
(float)Interpolation.Lerp(position.X, destination.X, interp),
(float)Interpolation.Lerp(position.Y, destination.Y, interp)
);
lastPositionUpdate = Clock.CurrentTime;
return base.OnMouseMove(e);
}
private float getSizeFor(int combo)
{
if (combo > 200)
return default_flashlight_size * 0.8f;
else if (combo > 100)
return default_flashlight_size * 0.9f;
else
return default_flashlight_size;
}
protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";
}
}
}