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mirror of https://github.com/ppy/osu.git synced 2024-09-21 18:47:27 +08:00

Implement ModWithVisibilityAdjustment

This commit is contained in:
smoogipoo 2020-11-05 15:36:44 +09:00
parent a386765a9d
commit 628b8be15d
4 changed files with 150 additions and 34 deletions

View File

@ -17,9 +17,11 @@ namespace osu.Game.Rulesets.Catch.Mods
private const double fade_out_offset_multiplier = 0.6;
private const double fade_out_duration_multiplier = 0.44;
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
if (!(drawable is DrawableCatchHitObject catchDrawable))
base.ApplyNormalVisibilityState(hitObject, state);
if (!(hitObject is DrawableCatchHitObject catchDrawable))
return;
if (catchDrawable.NestedHitObjects.Any())

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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
private const double fade_in_duration_multiplier = 0.4;
private const double fade_out_duration_multiplier = 0.3;
protected override bool IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner);
public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
@ -42,9 +42,17 @@ namespace osu.Game.Rulesets.Osu.Mods
private double lastSliderHeadFadeOutStartTime;
private double lastSliderHeadFadeOutDuration;
protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
applyState(hitObject, true);
}
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyNormalVisibilityState(hitObject, state);
applyState(hitObject, false);
}
private void applyState(DrawableHitObject drawable, bool increaseVisibility)
{

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@ -1,19 +1,16 @@
// 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 osu.Game.Configuration;
using System;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
{
public override string Name => "Hidden";
public override string Acronym => "HD";
@ -21,37 +18,14 @@ namespace osu.Game.Rulesets.Mods
public override ModType Type => ModType.DifficultyIncrease;
public override bool Ranked => true;
protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
/// <summary>
/// Check whether the provided hitobject should be considered the "first" hideable object.
/// Can be used to skip spinners, for instance.
/// </summary>
/// <param name="hitObject">The hitobject to check.</param>
[Obsolete("Use IsFirstAdjustableObject() instead.")]
protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
public void ReadFromConfig(OsuConfigManager config)
{
IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
if (IncreaseFirstObjectVisibility.Value)
{
drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h));
var firstObject = drawables.FirstOrDefault();
if (firstObject != null)
firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
drawables = drawables.Skip(1);
}
foreach (var dho in drawables)
dho.ApplyCustomUpdateState += ApplyHiddenState;
}
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
@ -73,11 +47,28 @@ namespace osu.Game.Rulesets.Mods
}
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
#pragma warning disable 618
ApplyFirstObjectIncreaseVisibilityState(hitObject, state);
#pragma warning restore 618
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyNormalVisibilityState(hitObject, state);
#pragma warning disable 618
ApplyHiddenState(hitObject, state);
#pragma warning restore 618
}
/// <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>
[Obsolete("Use ApplyIncreasedVisibilityState() instead.")]
protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
@ -87,6 +78,7 @@ namespace osu.Game.Rulesets.Mods
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
[Obsolete("Use ApplyNormalVisibilityState() instead.")]
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}

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@ -0,0 +1,114 @@
// 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.Collections.Generic;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObjects
{
/// <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 hit object.</param>
protected virtual 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 hit object.</param>
protected virtual 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;
}
}
}