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osu-lazer/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.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.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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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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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
{
public class DrawableOsuEditRuleset : DrawableOsuRuleset
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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>
private const double editor_hit_object_fade_out_extension = 500;
public DrawableOsuEditRuleset(Ruleset ruleset, IWorkingBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
}
public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
=> base.CreateDrawableRepresentation(h)?.With(d => d.ApplyCustomUpdateState += updateState);
private void updateState(DrawableHitObject hitObject, ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
// Get the existing fade out transform
var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
if (existing == null)
return;
using (hitObject.BeginAbsoluteSequence(existing.StartTime))
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
break;
}
}
protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
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private class OsuPlayfieldNoCursor : OsuPlayfield
{
protected override GameplayCursorContainer CreateCursor() => null;
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}
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}
}