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Change approach circles to all appear at the same time, but don't adjust AR

This commit is contained in:
Dean Herbert 2022-10-25 13:26:32 +09:00
parent 3d72ff28c3
commit 588fc750cd

View File

@ -29,12 +29,17 @@ namespace osu.Game.Rulesets.Osu.Mods
public override ModType Type => ModType.Fun; public override ModType Type => ModType.Fun;
//mod breaks normal approach circle preempt //mod breaks normal approach circle preempt
private double approachCircleTimePreempt; private double originalPreempt;
public void ApplyToBeatmap(IBeatmap beatmap) public void ApplyToBeatmap(IBeatmap beatmap)
{ {
var firstHitObject = beatmap.HitObjects.OfType<OsuHitObject>().FirstOrDefault();
if (firstHitObject == null)
return;
double lastNewComboTime = 0; double lastNewComboTime = 0;
approachCircleTimePreempt = beatmap.HitObjects.OfType<OsuHitObject>().FirstOrDefault()!.TimePreempt;
originalPreempt = firstHitObject.TimePreempt;
foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>()) foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
{ {
@ -72,17 +77,12 @@ namespace osu.Game.Rulesets.Osu.Mods
var hitCircle = drawableHitCircle.HitObject; var hitCircle = drawableHitCircle.HitObject;
var approachCircle = drawableHitCircle.ApproachCircle; var approachCircle = drawableHitCircle.ApproachCircle;
approachCircle.ClearTransforms(); // Reapply scale, ensuring the AR isn't changes due to the new preempt.
approachCircle.ScaleTo(4); approachCircle.ClearTransforms(targetMember: nameof(approachCircle.Scale));
approachCircle.FadeTo(0); approachCircle.ScaleTo(4 * (float)(hitCircle.TimePreempt / originalPreempt));
using (drawableHitCircle.ApproachCircle.BeginAbsoluteSequence(hitCircle.StartTime - approachCircleTimePreempt)) using (drawableHitCircle.ApproachCircle.BeginAbsoluteSequence(hitCircle.StartTime - hitCircle.TimePreempt))
{ approachCircle.ScaleTo(1, hitCircle.TimePreempt).Then().Expire();
//Redo ApproachCircle animation with correct startTime.
approachCircle.LifetimeStart = hitCircle.StartTime - approachCircleTimePreempt;
approachCircle.FadeTo(1, Math.Min(hitCircle.TimeFadeIn * 2, hitCircle.TimePreempt));
approachCircle.ScaleTo(1, approachCircleTimePreempt).Then().Expire();
}
}; };
} }
} }