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Add "Synesthesia" mod for osu!catch ruleset (#37011)
Mod that colours HitObjects based on the musical division they are on, now in osu!catch https://github.com/user-attachments/assets/2dda493d-dc8b-4ea4-ba47-7d04e2062b42 For now *bananas are not coloured by the mod and keep their yellow colour*, since I think its better for the sake of readabilty (also it just looks kinda ugly?). Do leave your thoughts on that. Droplets are always coloured to `LightGreen`, setting their colour to closest timeline ticks is wrong and looks incorrect since droplets aren't generated with them in mind. --------- Co-authored-by: Bartłomiej Dach <dach.bartlomiej@gmail.com> Co-authored-by: Shavix <54279284+Shavixinio@users.noreply.github.com>
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@@ -155,6 +155,7 @@ namespace osu.Game.Rulesets.Catch
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new CatchModMuted(),
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new CatchModNoScope(),
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new CatchModMovingFast(),
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new CatchModSynesthesia(),
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};
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case ModType.System:
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@@ -0,0 +1,60 @@
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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.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Catch.Objects;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Screens.Edit;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Catch.Mods
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{
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/// <summary>
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/// Mod that colours <see cref="HitObject"/>s based on the musical division they are on
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/// </summary>
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public class CatchModSynesthesia : ModSynesthesia, IApplicableToBeatmap, IApplicableToDrawableHitObject
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{
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private readonly OsuColour colours = new OsuColour();
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private IBeatmap? currentBeatmap { get; set; }
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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//Store a reference to the current beatmap to look up the beat divisor when notes are drawn
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if (currentBeatmap != beatmap)
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currentBeatmap = beatmap;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject d)
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{
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if (currentBeatmap == null) return;
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Color4? timingBasedColour = null;
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d.HitObjectApplied += _ =>
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{
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// Block bananas from getting coloured.
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if (d.HitObject is not Banana)
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{
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timingBasedColour = BindableBeatDivisor.GetColourFor(currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(d.HitObject.StartTime), colours);
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}
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// Colour droplets into a solid colour, as droplets aren't generated snapped to timeline ticks.
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if (d.HitObject is Droplet)
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{
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timingBasedColour = Color4.LightGreen;
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}
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};
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// Need to set this every update to ensure it doesn't get overwritten by DrawableHitObject.OnApply() -> UpdateComboColour().
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d.OnUpdate += _ =>
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{
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if (timingBasedColour != null)
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d.AccentColour.Value = timingBasedColour.Value;
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};
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}
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}
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}
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