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Tidy up code and fix explode animations not playing correctly

This commit is contained in:
Dean Herbert 2019-07-29 01:00:41 +09:00
parent 4204ba6014
commit 07f905d21c

View File

@ -1,95 +1,86 @@
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
// 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.Collections.Generic;
using System.Linq;
using osu.Framework.Extensions.IEnumerableExtensions;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Graphics;
using osu.Framework.Graphics.Sprites;
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;
using OpenTK;
using osuTK;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModSpinIn : Mod, IApplicableToDrawableHitObjects
public class OsuModSpinIn : Mod, IApplicableToDrawableHitObjects, IReadFromConfig
{
public override string Name => "Spin In";
public override string ShortenedName => "SI";
public override FontAwesome Icon => FontAwesome.fa_rotate_right;
public override string Acronym => "SI";
public override IconUsage Icon => FontAwesome.Solid.Undo;
public override ModType Type => ModType.Fun;
public override string Description => "Circles spin in. No approach circles.";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModHidden) };
private const int rotate_offset = 360;
private const float rotate_starting_width = 2.0f;
private const float rotate_starting_width = 2;
private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
public void ReadFromConfig(OsuConfigManager config)
{
increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables)
foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
{
// Need to add custom update in order to disable fade
drawable.ApplyCustomUpdateState += ApplyZoomState;
switch (drawable)
{
case DrawableSpinner _:
continue;
default:
drawable.ApplyCustomUpdateState += applyZoomState;
break;
}
}
}
protected void ApplyZoomState(DrawableHitObject drawable, ArmedState state)
private void applyZoomState(DrawableHitObject drawable, ArmedState state)
{
if (!(drawable is DrawableOsuHitObject)) return;
if (state != ArmedState.Idle) return;
var h = (OsuHitObject)drawable.HitObject;
var appearTime = h.StartTime - h.TimePreempt + 1;
var moveDuration = h.TimePreempt - 1;
switch (drawable)
{
case DrawableHitCircle circle:
// Disable Fade
circle.Transforms
.Where(t => t.TargetMember == "Alpha")
.ForEach(t => circle.RemoveTransform(t));
using (circle.BeginAbsoluteSequence(appearTime, true))
{
var origScale = drawable.Scale;
var origRotate = circle.Rotation;
circle
.RotateTo(origRotate+rotate_offset)
.RotateTo(origRotate, moveDuration, Easing.InOutSine)
.ScaleTo(origScale * new Vector2(rotate_starting_width, 0))
.ScaleTo(origScale, moveDuration, Easing.InOutSine)
.FadeTo(1);
}
using (circle.ApproachCircle.BeginAbsoluteSequence(appearTime, true))
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
{
circle.ApproachCircle.Hide();
circle.RotateTo(rotate_offset).Then().RotateTo(0, h.TimePreempt, Easing.InOutSine);
circle.ScaleTo(new Vector2(rotate_starting_width, 0)).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
// bypass fade in.
if (state == ArmedState.Idle)
circle.FadeIn();
}
break;
case DrawableSlider slider:
// Disable fade
slider.Transforms
.Where(t => t.TargetMember == "Alpha")
.ForEach(t => slider.RemoveTransform(t));
using (slider.BeginAbsoluteSequence(appearTime, true))
using (slider.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
{
var origScale = slider.Scale;
slider.ScaleTo(0).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
slider
.ScaleTo(0)
.ScaleTo(origScale, moveDuration, Easing.InOutSine)
.FadeTo(1);
// bypass fade in.
if (state == ArmedState.Idle)
slider.FadeIn();
}
break;