예제 #1
0
 private void dropOffScreen(DrawableHitObject obj, double failTime, float randomRotation, Vector2 originalScale, Vector2 originalPosition)
 {
     using (obj.BeginAbsoluteSequence(failTime))
     {
         obj.RotateTo(randomRotation, duration);
         obj.ScaleTo(originalScale * 0.5f, duration);
         obj.MoveTo(originalPosition + new Vector2(0, 400), duration);
     }
 }
예제 #2
0
        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 * Math.PI);
                float nextDist  = (float)(objRand.NextDouble() * wiggle_strength);

                drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.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();
            }
        }
예제 #3
0
파일: OsuModWiggle.cs 프로젝트: pujitm/osu
        private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
        {
            var     osuObject = (OsuHitObject)drawable.HitObject;
            Vector2 origin    = drawable.Position;

            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 * Math.PI);
                float nextDist  = (float)(objRand.NextDouble() * wiggle_strength);

                drawable.MoveTo(new Vector2((float)(nextDist * Math.Cos(nextAngle) + origin.X), (float)(nextDist * Math.Sin(nextAngle) + origin.Y)), wiggle_duration);
            }

            for (int i = 0; i < amountWiggles; i++)
            {
                using (drawable.BeginAbsoluteSequence(osuObject.StartTime - osuObject.TimePreempt + i * wiggle_duration, true))
                    wiggle();
            }

            // Keep wiggling sliders and spinners for their duration
            if (!(osuObject is IHasEndTime endTime))
            {
                return;
            }

            amountWiggles = (int)(endTime.Duration / wiggle_duration);

            for (int i = 0; i < amountWiggles; i++)
            {
                using (drawable.BeginAbsoluteSequence(osuObject.StartTime + i * wiggle_duration, true))
                    wiggle();
            }
        }