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osu-lazer/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.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.
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using System.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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.Drawables;
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using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
{
public class DrawableOsuEditRuleset : DrawableOsuRuleset
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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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{
}
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protected override Playfield CreatePlayfield() => new OsuEditPlayfield();
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
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private class OsuEditPlayfield : OsuPlayfield
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{
private Bindable<bool> hitAnimations;
protected override GameplayCursorContainer CreateCursor() => null;
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[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
hitAnimations = config.GetBindable<bool>(OsuSetting.EditorHitAnimations);
}
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protected override void OnNewDrawableHitObject(DrawableHitObject d)
{
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d.ApplyCustomUpdateState += updateState;
}
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/// <summary>
/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
/// </summary>
private const double editor_hit_object_fade_out_extension = 700;
private void updateState(DrawableHitObject hitObject, ArmedState state)
{
if (state == ArmedState.Idle || hitAnimations.Value)
return;
// adjust the visuals of certain object types to make them stay on screen for longer than usual.
switch (hitObject)
{
default:
// there are quite a few drawable hit types we don't want to extend (spinners, ticks etc.)
return;
case DrawableSlider _:
// no specifics to sliders but let them fade slower below.
break;
case DrawableHitCircle circle: // also handles slider heads
circle.ApproachCircle
.FadeOutFromOne(editor_hit_object_fade_out_extension * 4)
.Expire();
circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
var circlePieceDrawable = circle.CirclePiece.Drawable;
// clear any explode animation logic.
circlePieceDrawable.ApplyTransformsAt(circle.HitStateUpdateTime, true);
circlePieceDrawable.ClearTransformsAfter(circle.HitStateUpdateTime, true);
break;
}
// Get the existing fade out transform
var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
if (existing == null)
return;
hitObject.RemoveTransform(existing);
using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
}
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}
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}
}