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add TaikoModColorBind
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using NUnit.Framework;
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using osu.Game.Rulesets.Taiko.Mods;
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namespace osu.Game.Rulesets.Taiko.Tests.Mods
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{
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public partial class TestSceneTaikoModColorBind : TaikoModTestScene
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{
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[Test]
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public void TestColorBind() => CreateModTest(new ModTestData
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{
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Mod = new TaikoModColorBind(),
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Autoplay = true,
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PassCondition = () => true,
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});
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}
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}
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72
osu.Game.Rulesets.Taiko/Mods/TaikoModColorBind.cs
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72
osu.Game.Rulesets.Taiko/Mods/TaikoModColorBind.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.Objects;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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using osu.Game.Rulesets.Taiko.UI;
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using osu.Game.Rulesets.UI;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModColorBind : ModWithVisibilityAdjustment, IApplicableToDrawableRuleset<TaikoHitObject>
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{
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public override string Name => "ColorBind";
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public override string Acronym => "CB";
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public override LocalisableString Description => @"What these notes color?";
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public override double ScoreMultiplier => 1.03;
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public override ModType Type => ModType.DifficultyIncrease;
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public override Type[] IncompatibleMods => new[] { typeof(TaikoModHidden) };
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/// <summary>
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/// How far away from the hit target should hitobjects start to lose color.
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/// Range: [0, 1]
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/// </summary>
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private const float fade_out_start_time = 1f;
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/// <summary>
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/// How long hitobjects take to lose color, in terms of the scrolling length.
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/// Range: [0, 1]
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/// </summary>
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private const float fade_out_duration = 0.375f;
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private DrawableTaikoRuleset drawableRuleset = null!;
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public void ApplyToDrawableRuleset(DrawableRuleset<TaikoHitObject> drawableRuleset)
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{
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this.drawableRuleset = (DrawableTaikoRuleset)drawableRuleset;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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ApplyNormalVisibilityState(hitObject, state);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (hitObject)
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{
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case DrawableHit:
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double preempt = drawableRuleset.TimeRange.Value / drawableRuleset.ControlPointAt(hitObject.HitObject.StartTime).Multiplier;
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double start = hitObject.HitObject.StartTime - preempt * fade_out_start_time;
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double duration = preempt * fade_out_duration;
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using (hitObject.BeginAbsoluteSequence(start))
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{
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hitObject.TransformBindableTo(hitObject.AccentColour, Color4.Gray, duration);
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}
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break;
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}
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}
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}
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}
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@ -1,6 +1,8 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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using osu.Game.Rulesets.Mods;
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@ -19,6 +21,8 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override LocalisableString Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(TaikoModColorBind)).ToArray();
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/// <summary>
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/// How far away from the hit target should hitobjects start to fade out.
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/// Range: [0, 1]
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@ -152,6 +152,7 @@ namespace osu.Game.Rulesets.Taiko
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new MultiMod(new TaikoModDoubleTime(), new TaikoModNightcore()),
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new TaikoModHidden(),
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new TaikoModFlashlight(),
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new TaikoModColorBind(),
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new ModAccuracyChallenge(),
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};
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