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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModApproachDifferent.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 System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModApproachDifferent : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Approach Different";
public override string Acronym => "AD";
public override string Description => "Never trust the approach circles...";
public override double ScoreMultiplier => 1;
public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle;
[SettingSource("Easing", "Change the animation curve of the approach circles.", 0)]
public Bindable<ApproachCircleEasing> BindableEasing { get; } = new Bindable<ApproachCircleEasing>();
[SettingSource("Initial size", "Change the initial size of the approach circle, relative to hit circles.", 1)]
public BindableFloat Scale { get; } = new BindableFloat
{
Precision = 0.1f,
MinValue = 2,
MaxValue = 10,
Default = 4,
Value = 4
};
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
drawables.ForEach(drawable =>
{
drawable.ApplyCustomUpdateState += (drawableHitObj, state) =>
{
if (!(drawableHitObj is DrawableHitCircle hitCircle)) return;
var obj = hitCircle.HitObject;
hitCircle.BeginAbsoluteSequence(obj.StartTime - obj.TimePreempt, true);
hitCircle.ApproachCircle.ScaleTo(Scale.Value);
hitCircle.ApproachCircle.FadeIn(Math.Min(obj.TimeFadeIn, obj.TimePreempt));
hitCircle.ApproachCircle.ScaleTo(1f, obj.TimePreempt, getEasing(BindableEasing.Value));
hitCircle.ApproachCircle.Expire(true);
};
});
}
private Easing getEasing(ApproachCircleEasing approachEasing)
{
switch (approachEasing)
{
default:
return Easing.None;
case ApproachCircleEasing.Accelerate1:
return Easing.In;
case ApproachCircleEasing.Accelerate2:
return Easing.InCubic;
case ApproachCircleEasing.Accelerate3:
return Easing.InQuint;
case ApproachCircleEasing.Gravity:
return Easing.InBack;
case ApproachCircleEasing.Decelerate1:
return Easing.Out;
case ApproachCircleEasing.Decelerate2:
return Easing.OutCubic;
case ApproachCircleEasing.Decelerate3:
return Easing.OutQuint;
case ApproachCircleEasing.InOut1:
return Easing.InOutCubic;
case ApproachCircleEasing.InOut2:
return Easing.InOutQuint;
}
}
public enum ApproachCircleEasing
{
Default,
Accelerate1,
Accelerate2,
Accelerate3,
Gravity,
Decelerate1,
Decelerate2,
Decelerate3,
InOut1,
InOut2,
}
}
}