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

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using System;
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using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
{
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public class OsuModFreezeFrame : ModWithVisibilityAdjustment, IHidesApproachCircles, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override string Name => "Freeze frame";
public override string Acronym => "FF";
public override double ScoreMultiplier => 1;
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public override LocalisableString Description => "Burn the notes into your memory";
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public override ModType Type => ModType.Fun;
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public override IconUsage? Icon => FontAwesome.Solid.Camera;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTarget), typeof(OsuModStrictTracking) };
[SettingSource("Beat divisor")]
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public BindableFloat BeatDivisor { get; } = new BindableFloat(1)
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{
MinValue = .25f,
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MaxValue = 5,
Precision = .25f
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};
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
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public override void ApplyToBeatmap(IBeatmap beatmap)
{
base.ApplyToBeatmap(beatmap);
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
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{
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var point = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
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double newPreempt = obj.TimePreempt + (obj.StartTime +5) % (point.BeatLength * BeatDivisor.Value);
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applyFadeInAdjustment(obj);
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void applyFadeInAdjustment(OsuHitObject osuObject)
{
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osuObject.TimePreempt = newPreempt;
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(nested);
}
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}
}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyFrozenState(hitObject, state);
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private void applyFrozenState(DrawableHitObject drawableObject, ArmedState state)
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{
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}
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}
}
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