forked from ppy/osu
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathOsuModWiggle.cs
More file actions
83 lines (68 loc) · 3.43 KB
/
Copy pathOsuModWiggle.cs
File metadata and controls
83 lines (68 loc) · 3.43 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
// 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 System.Numerics;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModWiggle : ModWithVisibilityAdjustment
{
public override string Name => "Wiggle";
public override string Acronym => "WG";
public override IconUsage? Icon => OsuIcon.ModWiggle;
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "They just won't stay still...";
public override Type[] IncompatibleMods => new[] { typeof(OsuModTransform), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModDepth) };
private const int wiggle_duration = 100; // (ms) Higher = fewer wiggles
[SettingSource("Strength", "Multiplier applied to the wiggling strength.")]
public BindableDouble Strength { get; } = new BindableDouble(1)
{
MinValue = 0.1f,
MaxValue = 2f,
Precision = 0.1f
};
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
var osuObject = (OsuHitObject)drawable.HitObject;
Vector2 origin = drawable.Position;
// Wiggle the repeat points and the tail with the slider instead of independently.
// Also fixes an issue with repeat points being positioned incorrectly.
if (osuObject is SliderRepeat || osuObject is SliderTailCircle)
return;
Random objRand = new Random((int)osuObject.StartTime);
// Wiggle all objects during TimePreempt
int amountWiggles = (int)osuObject.TimePreempt / wiggle_duration;
void wiggle()
{
float nextAngle = (float)(objRand.NextDouble() * 2) * MathF.PI;
float nextDist = (float)(objRand.NextDouble() * Strength.Value * 7);
drawable.MoveTo(new Vector2(nextDist * MathF.Cos(nextAngle) + origin.X, nextDist * MathF.Sin(nextAngle) + origin.Y), wiggle_duration);
}
for (int i = 0; i < amountWiggles; i++)
{
using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration))
wiggle();
}
// Keep wiggling sliders and spinners for their duration
if (!(osuObject is IHasDuration endTime))
return;
amountWiggles = (int)(endTime.Duration / wiggle_duration);
for (int i = 0; i < amountWiggles; i++)
{
using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration))
wiggle();
}
}
}
}