2019-01-24 16:43:03 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2018-04-13 17:19:50 +08:00
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2019-04-08 17:32:05 +08:00
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using System.Collections.Generic;
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2020-11-20 16:28:06 +08:00
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using System.Linq;
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using osu.Framework.Graphics;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Beatmaps;
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2019-04-08 17:32:05 +08:00
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using osu.Game.Rulesets.Mods;
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2020-11-20 16:28:06 +08:00
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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2018-04-13 17:19:50 +08:00
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using osu.Game.Rulesets.Osu.UI;
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2018-09-21 14:08:43 +08:00
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using osu.Game.Rulesets.UI;
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2018-11-20 15:51:59 +08:00
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using osuTK;
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2018-04-13 17:19:50 +08:00
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namespace osu.Game.Rulesets.Osu.Edit
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{
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2019-03-19 22:44:15 +08:00
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public class DrawableOsuEditRuleset : DrawableOsuRuleset
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{
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2019-12-12 14:58:11 +08:00
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public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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2018-04-13 17:19:50 +08:00
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{
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}
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2020-11-14 00:03:23 +08:00
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protected override Playfield CreatePlayfield() => new OsuEditPlayfield();
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2019-03-31 00:29:37 +08:00
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
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2020-11-14 00:03:23 +08:00
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private class OsuEditPlayfield : OsuPlayfield
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{
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2019-03-26 12:39:19 +08:00
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protected override GameplayCursorContainer CreateCursor() => null;
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2020-11-21 14:20:33 +08:00
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protected override void OnNewDrawableHitObject(DrawableHitObject d)
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{
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d.ApplyCustomUpdateState += updateState;
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}
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2020-11-22 17:30:51 +08:00
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 700;
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle)
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return;
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// adjust the visuals of certain object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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default:
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// there are quite a few drawable hit types we don't want to extend (spinners, ticks etc.)
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return;
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case DrawableSlider _:
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// no specifics to sliders but let them fade slower below.
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break;
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case DrawableHitCircle circle: // also handles slider heads
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circle.ApproachCircle
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.FadeOutFromOne(editor_hit_object_fade_out_extension)
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.Expire();
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break;
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}
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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}
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2019-03-06 11:34:58 +08:00
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}
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2018-04-13 17:19:50 +08:00
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}
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}
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