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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs

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C#
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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.
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using System;
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using System.Collections.Generic;
using System.Linq;
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using osu.Framework.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModHidden : ModHidden
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{
public override string Description => @"Play with no approach circles and fading circles/sliders.";
public override double ScoreMultiplier => 1.06;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
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private const double fade_in_duration_multiplier = 0.4;
private const double fade_out_duration_multiplier = 0.3;
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner);
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var d in drawables)
d.HitObjectApplied += applyFadeInAdjustment;
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base.ApplyToDrawableHitObjects(drawables);
}
private void applyFadeInAdjustment(DrawableHitObject hitObject)
{
if (!(hitObject is DrawableOsuHitObject d))
return;
d.HitObject.TimeFadeIn = d.HitObject.TimePreempt * fade_in_duration_multiplier;
foreach (var nested in d.NestedHitObjects)
applyFadeInAdjustment(nested);
}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
applyState(hitObject, true);
}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyNormalVisibilityState(hitObject, state);
applyState(hitObject, false);
}
private void applyState(DrawableHitObject drawable, bool increaseVisibility)
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{
if (!(drawable is DrawableOsuHitObject d))
return;
var h = d.HitObject;
var fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;
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var fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;
// new duration from completed fade in to end (before fading out)
var longFadeDuration = h.GetEndTime() - fadeOutStartTime;
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switch (drawable)
{
case DrawableSliderTail sliderTail:
// use stored values from head circle to achieve same fade sequence.
var tailFadeOutParameters = getFadeOutParametersFromSliderHead(h);
using (drawable.BeginAbsoluteSequence(tailFadeOutParameters.startTime, true))
sliderTail.FadeOut(tailFadeOutParameters.duration);
break;
case DrawableSliderRepeat sliderRepeat:
// use stored values from head circle to achieve same fade sequence.
var repeatFadeOutParameters = getFadeOutParametersFromSliderHead(h);
using (drawable.BeginAbsoluteSequence(repeatFadeOutParameters.startTime, true))
// only apply to circle piece reverse arrow is not affected by hidden.
sliderRepeat.CirclePiece.FadeOut(repeatFadeOutParameters.duration);
break;
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case DrawableHitCircle circle:
Drawable fadeTarget = circle;
if (increaseVisibility)
{
// only fade the circle piece (not the approach circle) for the increased visibility object.
fadeTarget = circle.CirclePiece;
}
else
{
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.ApproachCircle.Hide();
}
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// fade out immediately after fade in.
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
fadeTarget.FadeOut(fadeOutDuration);
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break;
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case DrawableSlider slider:
associateNestedSliderCirclesWithHead(slider.HitObject);
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
slider.Body.FadeOut(longFadeDuration, Easing.Out);
break;
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case DrawableSliderTick sliderTick:
// slider ticks fade out over up to one second
var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
using (sliderTick.BeginAbsoluteSequence(sliderTick.HitObject.StartTime - tickFadeOutDuration, true))
sliderTick.FadeOut(tickFadeOutDuration);
break;
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case DrawableSpinner spinner:
// hide elements we don't care about.
// todo: hide background
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
spinner.FadeOut(fadeOutDuration);
break;
}
}
private readonly Dictionary<HitObject, SliderHeadCircle> correspondingSliderHeadForObject = new Dictionary<HitObject, SliderHeadCircle>();
private void associateNestedSliderCirclesWithHead(Slider slider)
{
var sliderHead = slider.NestedHitObjects.Single(obj => obj is SliderHeadCircle);
foreach (var nested in slider.NestedHitObjects)
{
if ((nested is SliderRepeat || nested is SliderEndCircle) && !correspondingSliderHeadForObject.ContainsKey(nested))
correspondingSliderHeadForObject[nested] = (SliderHeadCircle)sliderHead;
}
}
private (double startTime, double duration) getFadeOutParametersFromSliderHead(OsuHitObject h)
{
var sliderHead = correspondingSliderHeadForObject[h];
return (sliderHead.StartTime - sliderHead.TimePreempt + sliderHead.TimeFadeIn, sliderHead.TimePreempt * fade_out_duration_multiplier);
}
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}
}