protected override void Update() { base.Update(); // the point at which alpha is saturated and we begin to adjust colour lightness. const float lighten_cutoff = 0.95f; // the amount of lightness to attribute regardless of relative value to peak point. const float non_relative_portion = 0.2f; float amount = 0; // give some amount of alpha regardless of relative count amount += non_relative_portion * Math.Min(1, count / 10f); // add relative portion amount += (1 - non_relative_portion) * (count / heatmap.PeakValue); // apply easing amount = (float)Interpolation.ApplyEasing(Easing.OutQuint, Math.Min(1, amount)); Debug.Assert(amount <= 1); Alpha = Math.Min(amount / lighten_cutoff, 1); if (pointType == HitPointType.Hit) { Colour = BaseColour.Lighten(Math.Max(0, amount - lighten_cutoff)); } }
protected override void Update() { base.Update(); spinningMiddle.Rotation = discTop.Rotation = drawableSpinner.RotationTracker.Rotation; discBottom.Rotation = discTop.Rotation / 3; Scale = new Vector2(final_scale * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, drawableSpinner.Progress) * 0.2f)); }
protected override void Update() { base.Update(); spinningMiddle.Rotation = discTop.Rotation = DrawableSpinner.RotationTracker.Rotation; discBottom.Rotation = discTop.Rotation / 3; glow.Alpha = DrawableSpinner.Progress; scaleContainer.Scale = new Vector2(SPRITE_SCALE * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, DrawableSpinner.Progress) * 0.2f)); }
private double inverseEasing(Easing easing, double targetValue) { double test = 0; double result = 0; int count = 2; while (Math.Abs(result - targetValue) > 0.005) { int dir = Math.Sign(targetValue - result); test += dir * 1.0 / count; result = Interpolation.ApplyEasing(easing, test); count++; } return(test); }
/// <summary> /// 更新 /// 會更新物件位置 /// </summary> protected void UpdateProgress(double currentTime) { //開始 結束 進度 var startProgress = PathPrecentageCounter.CalculatePrecentage(_hitObject.StartTime - currentTime + DelayTime); var endProgress = PathPrecentageCounter.CalculatePrecentage(_hitObject.EndTime - currentTime + DelayTime); //影響程度 var CurveEasingTypesPrecentage = _hitObject.CurveEasingTypesPrecentage; //修正 startProgress = MathHelper.Clamp(startProgress, 0, 1); endProgress = MathHelper.Clamp(endProgress, 0, 1); //根據設定曲線去改變百分比 startProgress = Interpolation.ApplyEasing(_hitObject.CurveEasingTypes, startProgress, 0, 1, 1) * CurveEasingTypesPrecentage + startProgress * (1 - CurveEasingTypesPrecentage); endProgress = Interpolation.ApplyEasing(_hitObject.CurveEasingTypes, endProgress, 0, 1, 1) * CurveEasingTypesPrecentage + endProgress * (1 - CurveEasingTypesPrecentage); //更新開始打擊和放開打擊的位置定義 Components.ForEach(c => c.UpdateProgress(startProgress, endProgress)); }
protected override void Update() { base.Update(); if (Logo == null) { return; } if (Logo.RelativePositionAxes != Axes.Both) { throw new InvalidOperationException($"Tracking logo must have {nameof(RelativePositionAxes)} = Axes.Both"); } // Account for the scale of the actual OsuLogo, as SizeForFlow only accounts for the sprite scale. facade.SetSize(new Vector2(Logo.SizeForFlow * Logo.Scale.X)); var localPos = ComputeLogoTrackingPosition(); if (LogoFacade.Parent != null && Logo.Position != localPos) { // If this is our first update since tracking has started, initialize our starting values for interpolation if (startTime == null || startPosition == null) { startTime = Time.Current; startPosition = Logo.Position; } if (duration != 0) { double elapsedDuration = (double)(Time.Current - startTime); float amount = (float)Interpolation.ApplyEasing(easing, Math.Min(elapsedDuration / duration, 1)); // Interpolate the position of the logo, where amount 0 is where the logo was when it first began interpolating, and amount 1 is the target location. Logo.Position = Vector2.Lerp(startPosition.Value, localPos, amount); } else { Logo.Position = localPos; } } }
protected override void Update() { base.Update(); if (BeatSyncSource.ControlPoints == null || BeatSyncSource.Clock == null) { return; } metronomeClock.Rate = IsBeatSyncedWithTrack ? BeatSyncSource.Clock.Rate : 1; timingPoint = BeatSyncSource.ControlPoints.TimingPointAt(BeatSyncSource.Clock.CurrentTime); if (beatLength != timingPoint.BeatLength) { beatLength = timingPoint.BeatLength; EarlyActivationMilliseconds = timingPoint.BeatLength / 2; float bpmRatio = (float)Interpolation.ApplyEasing(Easing.OutQuad, Math.Clamp((timingPoint.BPM - 30) / 480, 0, 1)); weight.MoveToY((float)Interpolation.Lerp(0.1f, 0.83f, bpmRatio), 600, Easing.OutQuint); this.TransformBindableTo(interpolatedBpm, (int)Math.Round(timingPoint.BPM), 600, Easing.OutQuint); } if (BeatSyncSource.Clock?.IsRunning != true && isSwinging) { swing.ClearTransforms(true); using (swing.BeginDelayedSequence(350)) { swing.RotateTo(0, 1000, Easing.OutQuint); stick.FadeColour(overlayColourProvider.Colour2, 1000, Easing.OutQuint); } isSwinging = false; clunkDelegate?.Cancel(); clunkDelegate = null; } }
//update progress public static void UpdateTemplate(this IHasTemplate drawableObject, double currentTime) { //start progress var startProgress = PathPrecentageCounter.CalculatePrecentage(drawableObject.RpObject.StartTime - currentTime + DelayTime, 1); //end progress var endProgress = PathPrecentageCounter.CalculatePrecentage(drawableObject.RpObject.StartTime - currentTime + DelayTime, 1); //影響程度 var CurveEasingTypesPrecentage = 0; //修正 startProgress = MathHelper.Clamp(startProgress, 0, 1); endProgress = MathHelper.Clamp(endProgress, 0, 1); //fix precentage by EasingTypes startProgress = Interpolation.ApplyEasing(Easing.None, startProgress, 0, 1, 1) * CurveEasingTypesPrecentage + startProgress * (1 - CurveEasingTypesPrecentage); endProgress = Interpolation.ApplyEasing(Easing.None, endProgress, 0, 1, 1) * CurveEasingTypesPrecentage + endProgress * (1 - CurveEasingTypesPrecentage); //update all foreach (IComponentUpdateEachFrame single in drawableObject.Components.Where(n => n is IComponentUpdateEachFrame)) { single.UpdateProgress(startProgress, endProgress); } }
public void TestEasingEndsAtOne(Easing easing) => Assert.That(Interpolation.ApplyEasing(easing, 1), Is.EqualTo(1).Within(Precision.DOUBLE_EPSILON));
public void TestEasingStartsAtZero(Easing easing) => Assert.That(Interpolation.ApplyEasing(easing, 0), Is.EqualTo(0).Within(Precision.DOUBLE_EPSILON));