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osu-lazer/osu.Game.Rulesets.Catch/Mods/CatchModFlashlight.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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#nullable disable
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using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Catch.Objects;
using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Mods
{
public class CatchModFlashlight : ModFlashlight<CatchHitObject>
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{
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.12 : 1;
[SettingSource("Flashlight size", "Multiplier applied to the default flashlight size.")]
public override BindableFloat SizeMultiplier { get; } = new BindableFloat
{
MinValue = 0.5f,
MaxValue = 1.5f,
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Default = 1f,
Value = 1f,
Precision = 0.1f
};
[SettingSource("Change size based on combo", "Decrease the flashlight size as combo increases.")]
public override BindableBool ComboBasedSize { get; } = new BindableBool
{
Default = true,
Value = true
};
public override float DefaultFlashlightSize => 350;
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protected override Flashlight CreateFlashlight() => new CatchFlashlight(this, playfield);
private CatchPlayfield playfield;
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public override void ApplyToDrawableRuleset(DrawableRuleset<CatchHitObject> drawableRuleset)
{
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playfield = (CatchPlayfield)drawableRuleset.Playfield;
base.ApplyToDrawableRuleset(drawableRuleset);
}
private class CatchFlashlight : Flashlight
{
private readonly CatchPlayfield playfield;
public CatchFlashlight(CatchModFlashlight modFlashlight, CatchPlayfield playfield)
: base(modFlashlight)
{
this.playfield = playfield;
FlashlightSize = new Vector2(0, GetSizeFor(0));
}
protected override void Update()
{
base.Update();
FlashlightPosition = playfield.CatcherArea.ToSpaceOfOtherDrawable(playfield.Catcher.DrawPosition, this);
}
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protected override void OnComboChange(ValueChangedEvent<int> e)
{
this.TransformTo(nameof(FlashlightSize), new Vector2(0, GetSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
}
protected override string FragmentShader => "CircularFlashlight";
}
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}
}