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

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C#
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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.
using System;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Mods
{
/// <summary>
/// Adjusts the size of hit objects during their fade in animation.
/// </summary>
public abstract class OsuModObjectScaleTween : ModWithVisibilityAdjustment, IHidesApproachCircles
{
public override ModType Type => ModType.Fun;
public override double ScoreMultiplier => 1;
[SettingSource("Starting Size", "The initial size multiplier applied to all objects.")]
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public abstract BindableNumber<float> StartScale { get; }
protected virtual float EndScale => 1;
public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween), typeof(OsuModDepth) };
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyCustomState(hitObject, state);
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private void applyCustomState(DrawableHitObject drawable, ArmedState state)
{
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if (drawable is DrawableSpinner)
return;
var h = (OsuHitObject)drawable.HitObject;
// apply grow effect
switch (drawable)
{
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case DrawableSliderHead:
case DrawableSliderTail:
// special cases we should *not* be scaling.
break;
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case DrawableSlider:
case DrawableHitCircle:
{
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
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drawable.ScaleTo(StartScale.Value).Then().ScaleTo(EndScale, h.TimePreempt, Easing.OutSine);
break;
}
}
// remove approach circles
switch (drawable)
{
case DrawableHitCircle circle:
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
circle.ApproachCircle.Hide();
break;
}
}
}
}