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

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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 osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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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;
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namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModSpinIn : ModWithVisibilityAdjustment
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{
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public override string Name => "Spin In";
public override string Acronym => "SI";
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public override IconUsage? Icon => FontAwesome.Solid.Undo;
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public override ModType Type => ModType.Fun;
public override string Description => "Circles spin in. No approach circles.";
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public override double ScoreMultiplier => 1;
// todo: this mod should be able to be compatible with hidden with a bit of further implementation.
public override Type[] IncompatibleMods => new[] { typeof(OsuModObjectScaleTween), typeof(OsuModHidden), typeof(OsuModTraceable) };
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private const int rotate_offset = 360;
private const float rotate_starting_width = 2;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyZoomState(hitObject, state);
private void applyZoomState(DrawableHitObject drawable, ArmedState state)
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{
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if (drawable is DrawableSpinner)
return;
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var h = (OsuHitObject)drawable.HitObject;
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switch (drawable)
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{
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case DrawableHitCircle circle:
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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{
circle.ApproachCircle.Hide();
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circle.RotateTo(rotate_offset).Then().RotateTo(0, h.TimePreempt, Easing.InOutSine);
circle.ScaleTo(new Vector2(rotate_starting_width, 0)).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
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// bypass fade in.
if (state == ArmedState.Idle)
circle.FadeIn();
}
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break;
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case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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{
slider.ScaleTo(0).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
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// bypass fade in.
if (state == ArmedState.Idle)
slider.FadeIn();
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}
break;
}
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}
}
}