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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 ;
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using System.Linq ;
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using osu.Framework.Allocation ;
using osu.Framework.Bindables ;
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using osu.Framework.Graphics ;
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using osu.Game.Beatmaps ;
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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 ;
using osu.Game.Rulesets.Osu.Objects.Drawables ;
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using osu.Game.Rulesets.Osu.Skinning.Default ;
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using osu.Game.Rulesets.Osu.UI ;
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using osu.Game.Rulesets.UI ;
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using osuTK ;
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namespace osu.Game.Rulesets.Osu.Edit
{
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public class DrawableOsuEditorRuleset : DrawableOsuRuleset
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{
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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>
public const double EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION = 700 ;
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public DrawableOsuEditorRuleset ( 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 OsuEditorPlayfield ( ) ;
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer ( ) = > new OsuPlayfieldAdjustmentContainer { Size = Vector2 . One } ;
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private class OsuEditorPlayfield : OsuPlayfield
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{
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private Bindable < bool > hitAnimations ;
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protected override GameplayCursorContainer CreateCursor ( ) = > null ;
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public OsuEditorPlayfield ( )
{
HitPolicy = new AnyOrderHitPolicy ( ) ;
}
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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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{
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d . ApplyCustomUpdateState + = updateState ;
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}
private void updateState ( DrawableHitObject hitObject , ArmedState state )
{
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if ( state = = ArmedState . Idle | | hitAnimations . Value )
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return ;
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if ( hitObject is DrawableHitCircle circle )
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{
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using ( circle . BeginAbsoluteSequence ( circle . HitStateUpdateTime ) )
{
circle . ApproachCircle
. FadeOutFromOne ( EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION * 4 )
. Expire ( ) ;
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circle . ApproachCircle . ScaleTo ( 1.1f , 300 , Easing . OutQuint ) ;
}
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}
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if ( hitObject is IHasMainCirclePiece mainPieceContainer )
{
// clear any explode animation logic.
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// this is scheduled after children to ensure that the clear happens after invocations of ApplyCustomUpdateState on the circle piece's nested skinnables.
ScheduleAfterChildren ( ( ) = >
{
if ( hitObject . HitObject = = null ) return ;
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mainPieceContainer . CirclePiece . ApplyTransformsAt ( hitObject . StateUpdateTime , true ) ;
mainPieceContainer . CirclePiece . ClearTransformsAfter ( hitObject . StateUpdateTime , true ) ;
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} ) ;
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}
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if ( hitObject is DrawableSliderRepeat repeat )
{
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repeat . Arrow . ApplyTransformsAt ( hitObject . StateUpdateTime , true ) ;
repeat . Arrow . ClearTransformsAfter ( hitObject . StateUpdateTime , true ) ;
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}
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
switch ( hitObject )
{
case DrawableSlider _ :
case DrawableHitCircle _ :
// Get the existing fade out transform
var existing = hitObject . Transforms . LastOrDefault ( t = > t . TargetMember = = nameof ( Alpha ) ) ;
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if ( existing = = null )
return ;
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hitObject . RemoveTransform ( existing ) ;
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using ( hitObject . BeginAbsoluteSequence ( hitObject . HitStateUpdateTime ) )
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hitObject . FadeOut ( EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION ) . Expire ( ) ;
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break ;
}
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}
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}
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}
}