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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModTraceable.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;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
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using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModTraceable : ModWithVisibilityAdjustment, IRequiresApproachCircles
{
public override string Name => "Traceable";
public override string Acronym => "TC";
public override ModType Type => ModType.Fun;
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public override LocalisableString Description => "Put your faith in the approach circles...";
public override double ScoreMultiplier => 1;
public override bool Ranked => true;
public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles), typeof(OsuModDepth) };
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTraceableState(hitObject, state);
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private void applyTraceableState(DrawableHitObject drawable, ArmedState state)
{
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if (!(drawable is DrawableOsuHitObject))
return;
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//todo: expose and hide spinner background somehow
switch (drawable)
{
case DrawableHitCircle circle:
// we only want to see the approach circle
applyCirclePieceState(circle, circle.CirclePiece);
break;
case DrawableSliderTail sliderTail:
applyCirclePieceState(sliderTail);
break;
case DrawableSliderRepeat sliderRepeat:
// show only the repeat arrow
applyCirclePieceState(sliderRepeat, sliderRepeat.CirclePiece);
break;
case DrawableSlider slider:
slider.Body.OnSkinChanged += () => applySliderState(slider);
applySliderState(slider);
break;
}
}
private void applyCirclePieceState(DrawableOsuHitObject hitObject, IDrawable? hitCircle = null)
{
var h = hitObject.HitObject;
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using (hitObject.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
(hitCircle ?? hitObject).Hide();
}
private void applySliderState(DrawableSlider slider)
{
((PlaySliderBody)slider.Body.Drawable).AccentColour = slider.AccentColour.Value.Opacity(0);
((PlaySliderBody)slider.Body.Drawable).BorderColour = slider.AccentColour.Value;
}
}
}