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Fix first hitobject in osu! hidden mod not getting correct fade applied

This commit is contained in:
Dean Herbert 2020-10-09 03:07:01 +09:00
parent 8dddd8aff5
commit 2d0275ba95
2 changed files with 31 additions and 4 deletions

View File

@ -42,7 +42,11 @@ namespace osu.Game.Rulesets.Osu.Mods
private double lastSliderHeadFadeOutStartTime;
private double lastSliderHeadFadeOutDuration;
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
private void applyState(DrawableHitObject drawable, bool increaseVisibility)
{
if (!(drawable is DrawableOsuHitObject d))
return;
@ -86,9 +90,12 @@ namespace osu.Game.Rulesets.Osu.Mods
lastSliderHeadFadeOutStartTime = fadeOutStartTime;
}
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.ApproachCircle.Hide();
if (!increaseVisibility)
{
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.ApproachCircle.Hide();
}
// fade out immediately after fade in.
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))

View File

@ -38,7 +38,13 @@ namespace osu.Game.Rulesets.Mods
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
if (IncreaseFirstObjectVisibility.Value)
{
var firstObject = drawables.FirstOrDefault();
if (firstObject != null)
firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h)).Skip(1);
}
foreach (var dho in drawables)
dho.ApplyCustomUpdateState += ApplyHiddenState;
@ -65,6 +71,20 @@ namespace osu.Game.Rulesets.Mods
}
}
/// <summary>
/// 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.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
/// <summary>
/// Apply a hidden state to the provided object.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}