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85 lines
2.8 KiB
C#
85 lines
2.8 KiB
C#
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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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;
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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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/// <summary>
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/// Adjusts the size of hit objects during their fade in animation.
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/// </summary>
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public abstract class OsuModeObjectScaleTween : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
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{
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public override ModType Type => ModType.Fun;
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public override double ScoreMultiplier => 1;
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protected virtual float StartScale => 1;
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protected virtual float EndScale => 1;
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private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
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public void ReadFromConfig(OsuConfigManager config)
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{
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increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
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{
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switch (drawable)
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{
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case DrawableSpinner _:
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continue;
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default:
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drawable.ApplyCustomUpdateState += ApplyCustomState;
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break;
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}
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}
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}
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protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state)
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{
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var h = (OsuHitObject)drawable.HitObject;
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// apply grow effect
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switch (drawable)
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{
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case DrawableSliderHead _:
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case DrawableSliderTail _:
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// special cases we should *not* be scaling.
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break;
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case DrawableSlider _:
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case DrawableHitCircle _:
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{
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using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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drawable.ScaleTo(StartScale).Then().ScaleTo(EndScale, h.TimePreempt, Easing.OutSine);
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break;
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}
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}
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// remove approach circles
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switch (drawable)
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{
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case DrawableHitCircle circle:
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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circle.ApproachCircle.Hide();
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break;
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}
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}
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}
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}
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