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https://github.com/ppy/osu.git
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Merge pull request #10696 from smoogipoo/visibility-adjustment-mod
This commit is contained in:
commit
2bbdbfda5c
@ -17,9 +17,11 @@ namespace osu.Game.Rulesets.Catch.Mods
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private const double fade_out_offset_multiplier = 0.6;
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private const double fade_out_duration_multiplier = 0.44;
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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if (!(drawable is DrawableCatchHitObject catchDrawable))
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base.ApplyNormalVisibilityState(hitObject, state);
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if (!(hitObject is DrawableCatchHitObject catchDrawable))
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return;
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if (catchDrawable.NestedHitObjects.Any())
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@ -3,7 +3,6 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -23,28 +22,38 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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protected override bool IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner);
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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static void adjustFadeIn(OsuHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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{
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adjustFadeIn(d.HitObject);
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foreach (var h in d.HitObject.NestedHitObjects.OfType<OsuHitObject>())
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adjustFadeIn(h);
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}
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foreach (var d in drawables)
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d.ApplyCustomUpdateState += applyFadeInAdjustment;
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base.ApplyToDrawableHitObjects(drawables);
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}
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private void applyFadeInAdjustment(DrawableHitObject hitObject, ArmedState state)
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{
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if (!(hitObject is DrawableOsuHitObject d))
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return;
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d.HitObject.TimeFadeIn = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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}
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private double lastSliderHeadFadeOutStartTime;
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private double lastSliderHeadFadeOutDuration;
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protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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applyState(hitObject, true);
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}
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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applyState(hitObject, false);
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}
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private void applyState(DrawableHitObject drawable, bool increaseVisibility)
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{
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@ -2,11 +2,8 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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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.Osu.Objects;
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@ -17,7 +14,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// <summary>
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/// Adjusts the size of hit objects during their fade in animation.
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/// </summary>
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public abstract class OsuModObjectScaleTween : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
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public abstract class OsuModObjectScaleTween : ModWithVisibilityAdjustment
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{
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public override ModType Type => ModType.Fun;
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@ -27,33 +24,19 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected virtual float EndScale => 1;
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private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpinIn), typeof(OsuModTraceable) };
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public void ReadFromConfig(OsuConfigManager config)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
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{
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switch (drawable)
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{
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case DrawableSpinner _:
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continue;
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyCustomState(hitObject, state);
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default:
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drawable.ApplyCustomUpdateState += ApplyCustomState;
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break;
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}
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}
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}
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protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state)
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private void applyCustomState(DrawableHitObject drawable, ArmedState state)
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{
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if (drawable is DrawableSpinner)
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return;
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var h = (OsuHitObject)drawable.HitObject;
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// apply grow effect
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@ -2,12 +2,8 @@
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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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Configuration;
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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.Osu.Objects;
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@ -16,7 +12,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModSpinIn : Mod, IApplicableToDrawableHitObjects, IReadFromConfig
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public class OsuModSpinIn : ModWithVisibilityAdjustment
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{
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public override string Name => "Spin In";
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public override string Acronym => "SI";
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@ -31,31 +27,17 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const int rotate_offset = 360;
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private const float rotate_starting_width = 2;
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private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
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public void ReadFromConfig(OsuConfigManager config)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
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{
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switch (drawable)
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{
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case DrawableSpinner _:
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continue;
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default:
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drawable.ApplyCustomUpdateState += applyZoomState;
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break;
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}
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}
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyZoomState(hitObject, state);
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private void applyZoomState(DrawableHitObject drawable, ArmedState state)
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{
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if (drawable is DrawableSpinner)
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return;
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var h = (OsuHitObject)drawable.HitObject;
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switch (drawable)
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@ -2,12 +2,8 @@
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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.Bindables;
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using System.Collections.Generic;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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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.Osu.Objects.Drawables;
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@ -15,7 +11,7 @@ using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModTraceable : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
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internal class OsuModTraceable : ModWithVisibilityAdjustment
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{
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public override string Name => "Traceable";
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public override string Acronym => "TC";
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@ -24,20 +20,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModHidden), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween) };
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private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
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public void ReadFromConfig(OsuConfigManager config)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
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drawable.ApplyCustomUpdateState += ApplyTraceableState;
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTraceableState(hitObject, state);
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protected void ApplyTraceableState(DrawableHitObject drawable, ArmedState state)
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private void applyTraceableState(DrawableHitObject drawable, ArmedState state)
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{
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if (!(drawable is DrawableOsuHitObject))
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return;
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@ -2,7 +2,6 @@
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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.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
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@ -13,7 +12,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModTransform : Mod, IApplicableToDrawableHitObjects
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internal class OsuModTransform : ModWithVisibilityAdjustment
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{
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public override string Name => "Transform";
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public override string Acronym => "TR";
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@ -25,11 +24,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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private float theta;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables)
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drawable.ApplyCustomUpdateState += applyTransform;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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private void applyTransform(DrawableHitObject drawable, ArmedState state)
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{
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@ -2,7 +2,6 @@
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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.Collections.Generic;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
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@ -13,7 +12,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
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internal class OsuModWiggle : ModWithVisibilityAdjustment
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{
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public override string Name => "Wiggle";
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public override string Acronym => "WG";
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@ -26,11 +25,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
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private const int wiggle_strength = 10; // Higher = stronger wiggles
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables)
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drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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|
@ -1,19 +1,16 @@
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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 osu.Game.Configuration;
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using System;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
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public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
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{
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public override string Name => "Hidden";
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public override string Acronym => "HD";
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@ -21,37 +18,14 @@ namespace osu.Game.Rulesets.Mods
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => true;
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protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
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/// <summary>
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/// Check whether the provided hitobject should be considered the "first" hideable object.
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/// Can be used to skip spinners, for instance.
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/// </summary>
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/// <param name="hitObject">The hitobject to check.</param>
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[Obsolete("Use IsFirstAdjustableObject() instead.")] // Can be removed 20210506
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ReadFromConfig(OsuConfigManager config)
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{
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IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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if (IncreaseFirstObjectVisibility.Value)
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{
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drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h));
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var firstObject = drawables.FirstOrDefault();
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if (firstObject != null)
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firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
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drawables = drawables.Skip(1);
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}
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foreach (var dho in drawables)
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dho.ApplyCustomUpdateState += ApplyHiddenState;
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
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@ -73,11 +47,26 @@ namespace osu.Game.Rulesets.Mods
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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#pragma warning disable 618
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ApplyFirstObjectIncreaseVisibilityState(hitObject, state);
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#pragma warning restore 618
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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#pragma warning disable 618
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ApplyHiddenState(hitObject, state);
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#pragma warning restore 618
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}
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/// <summary>
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/// Apply a special visibility state to the first object in a beatmap, if the user chooses to turn on the "increase first object visibility" setting.
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyIncreasedVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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@ -87,6 +76,7 @@ namespace osu.Game.Rulesets.Mods
|
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/// </summary>
|
||||
/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyNormalVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
|
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}
|
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|
114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
Normal file
114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
Normal file
@ -0,0 +1,114 @@
|
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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;
|
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using osu.Framework.Bindables;
|
||||
using osu.Game.Beatmaps;
|
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using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Objects;
|
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using osu.Game.Rulesets.Objects.Drawables;
|
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|
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namespace osu.Game.Rulesets.Mods
|
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{
|
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/// <summary>
|
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/// A <see cref="Mod"/> which applies visibility adjustments to <see cref="DrawableHitObject"/>s
|
||||
/// with an optional increased visibility adjustment depending on the user's "increase first object visibility" setting.
|
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/// </summary>
|
||||
public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObjects
|
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{
|
||||
/// <summary>
|
||||
/// The first adjustable object.
|
||||
/// </summary>
|
||||
protected HitObject FirstObject { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether the visibility of <see cref="FirstObject"/> should be increased.
|
||||
/// </summary>
|
||||
protected readonly Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
|
||||
|
||||
/// <summary>
|
||||
/// Check whether the provided hitobject should be considered the "first" adjustable object.
|
||||
/// Can be used to skip spinners, for instance.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hitobject to check.</param>
|
||||
protected virtual bool IsFirstAdjustableObject(HitObject hitObject) => true;
|
||||
|
||||
/// <summary>
|
||||
/// Apply a special increased-visibility state to the first adjustable object.
|
||||
/// Only applicable if the user chooses to turn on the "increase first object visibility" setting.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hit object to apply the state change to.</param>
|
||||
/// <param name="state">The state of the hitobject.</param>
|
||||
protected abstract void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state);
|
||||
|
||||
/// <summary>
|
||||
/// Apply a normal visibility state adjustment to an object.
|
||||
/// </summary>
|
||||
/// <param name="hitObject">The hit object to apply the state change to.</param>
|
||||
/// <param name="state">The state of the hitobject.</param>
|
||||
protected abstract void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state);
|
||||
|
||||
public virtual void ReadFromConfig(OsuConfigManager config)
|
||||
{
|
||||
config.BindWith(OsuSetting.IncreaseFirstObjectVisibility, IncreaseFirstObjectVisibility);
|
||||
}
|
||||
|
||||
public virtual void ApplyToBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
FirstObject = getFirstAdjustableObjectRecursive(beatmap.HitObjects);
|
||||
|
||||
HitObject getFirstAdjustableObjectRecursive(IReadOnlyList<HitObject> hitObjects)
|
||||
{
|
||||
foreach (var h in hitObjects)
|
||||
{
|
||||
if (IsFirstAdjustableObject(h))
|
||||
return h;
|
||||
|
||||
var nestedResult = getFirstAdjustableObjectRecursive(h.NestedHitObjects);
|
||||
if (nestedResult != null)
|
||||
return nestedResult;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var dho in drawables)
|
||||
{
|
||||
dho.ApplyCustomUpdateState += (o, state) =>
|
||||
{
|
||||
// Increased visibility is applied to the entire first object, including all of its nested hitobjects.
|
||||
if (IncreaseFirstObjectVisibility.Value && isObjectEqualToOrNestedIn(o.HitObject, FirstObject))
|
||||
ApplyIncreasedVisibilityState(o, state);
|
||||
else
|
||||
ApplyNormalVisibilityState(o, state);
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Checks whether a given object is nested within a target.
|
||||
/// </summary>
|
||||
/// <param name="toCheck">The <see cref="HitObject"/> to check.</param>
|
||||
/// <param name="target">The <see cref="HitObject"/> which may be equal to or contain <paramref name="toCheck"/> as a nested object.</param>
|
||||
/// <returns>Whether <paramref name="toCheck"/> is equal to or nested within <paramref name="target"/>.</returns>
|
||||
private bool isObjectEqualToOrNestedIn(HitObject toCheck, HitObject target)
|
||||
{
|
||||
if (target == null)
|
||||
return false;
|
||||
|
||||
if (toCheck == target)
|
||||
return true;
|
||||
|
||||
foreach (var h in target.NestedHitObjects)
|
||||
{
|
||||
if (isObjectEqualToOrNestedIn(toCheck, h))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user