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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModHidden.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;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Bindables;
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using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning;
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namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModHidden : ModHidden, IHidesApproachCircles
{
[SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")]
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public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool();
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public override LocalisableString Description => @"Play with no approach circles and fading circles/sliders.";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModDepth) };
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public const double FADE_IN_DURATION_MULTIPLIER = 0.4;
public const double FADE_OUT_DURATION_MULTIPLIER = 0.3;
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
public override void ApplyToBeatmap(IBeatmap beatmap)
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{
base.ApplyToBeatmap(beatmap);
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(obj);
static void applyFadeInAdjustment(OsuHitObject osuObject)
{
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osuObject.TimeFadeIn = osuObject.TimePreempt * FADE_IN_DURATION_MULTIPLIER;
foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(nested);
}
}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
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applyHiddenState(hitObject, true);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
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applyHiddenState(hitObject, false);
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}
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private void applyHiddenState(DrawableHitObject drawableObject, bool increaseVisibility)
{
if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
return;
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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// process approach circle hiding first (to allow for early return below).
if (!increaseVisibility)
{
if (drawableObject is DrawableHitCircle circle)
{
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
circle.ApproachCircle.Hide();
}
else if (drawableObject is DrawableSpinner spinner)
{
spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
hideSpinnerApproachCircle(spinner);
}
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}
if (OnlyFadeApproachCircles.Value)
return;
switch (drawableObject)
{
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case DrawableSliderTail:
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
drawableObject.FadeOut(fadeDuration);
break;
case DrawableSliderRepeat sliderRepeat:
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
// only apply to circle piece reverse arrow is not affected by hidden.
sliderRepeat.CirclePiece.FadeOut(fadeDuration);
using (drawableObject.BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
sliderRepeat.FadeOut();
break;
case DrawableHitCircle circle:
Drawable fadeTarget = circle;
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if (increaseVisibility)
{
// only fade the circle piece (not the approach circle) for the increased visibility object.
fadeTarget = circle.CirclePiece;
}
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
fadeTarget.FadeOut(fadeDuration);
break;
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case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeStartTime))
slider.Body.FadeOut(fadeDuration, Easing.Out);
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break;
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case DrawableSliderTick sliderTick:
using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
sliderTick.FadeOut(fadeDuration);
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break;
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case DrawableSpinner spinner:
// hide elements we don't care about.
// todo: hide background
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
spinner.FadeOut(fadeDuration);
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break;
}
}
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private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
{
switch (drawableObject)
{
case DrawableSliderTail tail:
// Use the same fade sequence as the slider head.
Debug.Assert(tail.Slider != null);
return getParameters(tail.Slider.HeadCircle);
case DrawableSliderRepeat repeat:
// Use the same fade sequence as the slider head.
Debug.Assert(repeat.Slider != null);
return getParameters(repeat.Slider.HeadCircle);
default:
return getParameters(drawableObject.HitObject);
}
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static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
{
double fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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double fadeOutDuration = hitObject.TimePreempt * FADE_OUT_DURATION_MULTIPLIER;
// new duration from completed fade in to end (before fading out)
double longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
switch (hitObject)
{
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case Slider:
return (fadeOutStartTime, longFadeDuration);
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case SliderTick:
double tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
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case Spinner:
return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
default:
return (fadeOutStartTime, fadeOutDuration);
}
}
}
private static void hideSpinnerApproachCircle(DrawableSpinner spinner)
{
var approachCircle = (spinner.Body.Drawable as IHasApproachCircle)?.ApproachCircle;
if (approachCircle == null)
return;
using (spinner.BeginAbsoluteSequence(spinner.HitObject.StartTime - spinner.HitObject.TimePreempt))
approachCircle.Hide();
}
}
}