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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModGrow.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.
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
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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;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModGrow : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
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{
public override string Name => "Grow";
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public override string Acronym => "GR";
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public override IconUsage Icon => FontAwesome.Solid.ArrowsAltV;
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public override ModType Type => ModType.Fun;
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public override string Description => "Hit them at the right size!";
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public override double ScoreMultiplier => 1;
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private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
public void ReadFromConfig(OsuConfigManager config)
{
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increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
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foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
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{
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switch (drawable)
{
case DrawableSpinner _:
continue;
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default:
drawable.ApplyCustomUpdateState += ApplyCustomState;
break;
}
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}
}
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protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state)
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{
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var h = (OsuHitObject)drawable.HitObject;
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// apply grow effect
switch (drawable)
{
case DrawableSliderHead _:
case DrawableSliderTail _:
// special cases we should *not* be scaling.
break;
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case DrawableSlider _:
case DrawableHitCircle _:
{
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
drawable.ScaleTo(0.5f).Then().ScaleTo(1, h.TimePreempt, Easing.OutSine);
break;
}
}
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// remove approach circles
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switch (drawable)
{
case DrawableHitCircle circle:
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.ApproachCircle.Hide();
break;
}
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}
}
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}