2021-06-16 13:24:07 +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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using System;
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.IEnumerableExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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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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namespace osu.Game.Rulesets.Osu.Mods
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{
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2021-06-16 14:09:42 +08:00
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public class OsuModApproachDifferent : Mod, IApplicableToDrawableHitObjects
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2021-06-16 13:24:07 +08:00
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{
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public override string Name => "Approach Different";
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public override string Acronym => "AD";
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public override string Description => "Never trust the approach circles...";
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public override double ScoreMultiplier => 1;
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public override IconUsage? Icon { get; } = FontAwesome.Regular.Circle;
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[SettingSource("Easing", "Change the animation curve of the approach circles.", 0)]
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public Bindable<ApproachCircleEasing> BindableEasing { get; } = new Bindable<ApproachCircleEasing>();
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[SettingSource("Initial size", "Change the initial size of the approach circle, relative to hit circles.", 1)]
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public BindableFloat Scale { get; } = new BindableFloat
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{
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Precision = 0.1f,
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MinValue = 2,
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MaxValue = 10,
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Default = 4,
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Value = 4
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};
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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drawables.ForEach(drawable =>
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{
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drawable.ApplyCustomUpdateState += (drawableHitObj, state) =>
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{
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if (!(drawableHitObj is DrawableHitCircle hitCircle)) return;
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var obj = hitCircle.HitObject;
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hitCircle.BeginAbsoluteSequence(obj.StartTime - obj.TimePreempt, true);
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hitCircle.ApproachCircle.ScaleTo(Scale.Value);
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hitCircle.ApproachCircle.FadeIn(Math.Min(obj.TimeFadeIn, obj.TimePreempt));
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hitCircle.ApproachCircle.ScaleTo(1f, obj.TimePreempt, getEasing(BindableEasing.Value));
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hitCircle.ApproachCircle.Expire(true);
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};
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});
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}
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private Easing getEasing(ApproachCircleEasing approachEasing)
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{
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switch (approachEasing)
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{
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default:
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return Easing.None;
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case ApproachCircleEasing.Accelerate1:
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return Easing.In;
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case ApproachCircleEasing.Accelerate2:
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return Easing.InCubic;
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case ApproachCircleEasing.Accelerate3:
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return Easing.InQuint;
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case ApproachCircleEasing.Gravity:
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return Easing.InBack;
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case ApproachCircleEasing.Decelerate1:
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return Easing.Out;
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case ApproachCircleEasing.Decelerate2:
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return Easing.OutCubic;
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case ApproachCircleEasing.Decelerate3:
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return Easing.OutQuint;
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case ApproachCircleEasing.InOut1:
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return Easing.InOutCubic;
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case ApproachCircleEasing.InOut2:
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return Easing.InOutQuint;
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}
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}
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public enum ApproachCircleEasing
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{
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Default,
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Accelerate1,
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Accelerate2,
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Accelerate3,
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Gravity,
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Decelerate1,
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Decelerate2,
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Decelerate3,
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InOut1,
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InOut2,
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}
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}
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}
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