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add TaikoModColorBind

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cdwcgt 2023-11-21 07:58:46 +09:00
parent 7ce7846b01
commit 0219815a46
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4 changed files with 96 additions and 0 deletions

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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 NUnit.Framework;
using osu.Game.Rulesets.Taiko.Mods;
namespace osu.Game.Rulesets.Taiko.Tests.Mods
{
public partial class TestSceneTaikoModColorBind : TaikoModTestScene
{
[Test]
public void TestColorBind() => CreateModTest(new ModTestData
{
Mod = new TaikoModColorBind(),
Autoplay = true,
PassCondition = () => true,
});
}
}

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@ -0,0 +1,72 @@
// 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.Graphics;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.UI;
using osu.Game.Rulesets.UI;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModColorBind : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<TaikoHitObject>
{
public override string Name => "ColorBind";
public override string Acronym => "CB";
public override LocalisableString Description => @"What these notes color?";
public override double ScoreMultiplier => 1.03;
public override ModType Type => ModType.DifficultyIncrease;
public override Type[] IncompatibleMods => new[] { typeof(TaikoModHidden) };
/// <summary>
/// How far away from the hit target should hitobjects start to lose color.
/// Range: [0, 1]
/// </summary>
private const float fade_out_start_time = 1f;
/// <summary>
/// How long hitobjects take to lose color, in terms of the scrolling length.
/// Range: [0, 1]
/// </summary>
private const float fade_out_duration = 0.375f;
private DrawableTaikoRuleset drawableRuleset = null!;
public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
{
this.drawableRuleset = (DrawableTaikoRuleset)drawableRuleset;
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
ApplyNormalVisibilityState(hitObject, state);
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
switch (hitObject)
{
case DrawableHit:
double preempt = drawableRuleset.TimeRange.Value / drawableRuleset.ControlPointAt(hitObject.HitObject.StartTime).Multiplier;
double start = hitObject.HitObject.StartTime - preempt * fade_out_start_time;
double duration = preempt * fade_out_duration;
using (hitObject.BeginAbsoluteSequence(start))
{
hitObject.TransformBindableTo(hitObject.AccentColour, Color4.Gray, duration);
}
break;
}
}
}
}

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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 System.Linq;
using osu.Framework.Graphics;
using osu.Framework.Localisation;
using osu.Game.Rulesets.Mods;
@ -19,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
public override LocalisableString Description => @"Beats fade out before you hit them!";
public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(TaikoModColorBind)).ToArray();
/// <summary>
/// How far away from the hit target should hitobjects start to fade out.
/// Range: [0, 1]

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@ -152,6 +152,7 @@ namespace osu.Game.Rulesets.Taiko
new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()),
new TaikoModHidden(),
new TaikoModFlashlight(),
new TaikoModColorBind(),
new ModAccuracyChallenge(),
};