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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModArrange.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
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using System.Collections.Generic;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using OpenTK;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModArrange : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Arrange";
public override string ShortenedName => "Arrange";
public override FontAwesome Icon => FontAwesome.fa_arrows;
public override ModType Type => ModType.Fun;
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public override string Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
drawables.Where(drawable => (
drawable is DrawableHitCircle ||
drawable is DrawableSlider ||
drawable is DrawableSpinner
)).ForEach(drawable =>
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState
);
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}
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private float theta;
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
{
var hitObject = (OsuHitObject) drawable.HitObject;
float appear_distance = (float)hitObject.TimePreempt * 0.5f;
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Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * appear_distance;
//the - 1 and + 1 prevents the hit explosion to appear in the wrong position.
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
double moveDuration = hitObject.TimePreempt + 1;
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using (drawable.BeginAbsoluteSequence(appearTime, true))
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{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
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}
theta += 0.4f;
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}
}
}