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Implement IApplicableToDrawableHitObject
for mods
A breaking change in `ModWithVisibilityAdjustment` if the method was overriden.
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parent
67d8e0059f
commit
af80418ee8
@ -1,7 +1,6 @@
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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 System.Collections.Generic;
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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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@ -9,22 +8,19 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModBarrelRoll : ModBarrelRoll<OsuHitObject>, IApplicableToDrawableHitObjects
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public class OsuModBarrelRoll : ModBarrelRoll<OsuHitObject>, IApplicableToDrawableHitObject
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{
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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public void ApplyToDrawableHitObject(DrawableHitObject d)
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{
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foreach (var d in drawables)
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d.OnUpdate += _ =>
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{
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d.OnUpdate += _ =>
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switch (d)
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{
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switch (d)
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{
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case DrawableHitCircle circle:
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circle.CirclePiece.Rotation = -CurrentRotation;
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break;
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}
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};
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}
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case DrawableHitCircle circle:
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circle.CirclePiece.Rotation = -CurrentRotation;
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break;
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}
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};
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}
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}
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}
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@ -1,7 +1,6 @@
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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@ -15,7 +14,7 @@ using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset<OsuHitObject>
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
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{
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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@ -54,24 +53,21 @@ namespace osu.Game.Rulesets.Osu.Mods
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osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
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}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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{
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foreach (var obj in drawables)
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switch (obj)
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{
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switch (obj)
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{
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case DrawableSlider slider:
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slider.Ball.InputTracksVisualSize = !FixedFollowCircleHitArea.Value;
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break;
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case DrawableSlider slider:
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slider.Ball.InputTracksVisualSize = !FixedFollowCircleHitArea.Value;
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break;
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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break;
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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break;
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case DrawableSliderTail tail:
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tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
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break;
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}
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case DrawableSliderTail tail:
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tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
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break;
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}
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}
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}
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@ -2,8 +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 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.Input;
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@ -19,7 +17,7 @@ using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObjects
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public class OsuModFlashlight : ModFlashlight<OsuHitObject>, IApplicableToDrawableHitObject
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{
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public override double ScoreMultiplier => 1.12;
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@ -31,12 +29,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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foreach (var s in drawables.OfType<DrawableSlider>())
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{
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if (drawable is DrawableSlider s)
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s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
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}
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}
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public override void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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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.Framework.Utils;
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@ -13,7 +12,7 @@ using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModSpunOut : Mod, IApplicableToDrawableHitObjects
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public class OsuModSpunOut : Mod, IApplicableToDrawableHitObject
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{
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public override string Name => "Spun Out";
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public override string Acronym => "SO";
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@ -23,15 +22,12 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override double ScoreMultiplier => 0.9;
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public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot) };
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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public void ApplyToDrawableHitObject(DrawableHitObject hitObject)
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{
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foreach (var hitObject in drawables)
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if (hitObject is DrawableSpinner spinner)
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{
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if (hitObject is DrawableSpinner spinner)
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{
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spinner.HandleUserInput = false;
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spinner.OnUpdate += onSpinnerUpdate;
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}
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spinner.HandleUserInput = false;
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spinner.OnUpdate += onSpinnerUpdate;
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}
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}
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@ -14,7 +14,7 @@ namespace osu.Game.Rulesets.Mods
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/// A <see cref="Mod"/> which applies visibility adjustments to <see cref="DrawableHitObject"/>s
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/// with an optional increased visibility adjustment depending on the user's "increase first object visibility" setting.
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/// </summary>
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public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObjects
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public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObject
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{
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/// <summary>
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/// The first adjustable object.
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@ -73,19 +73,16 @@ namespace osu.Game.Rulesets.Mods
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}
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}
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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public virtual void ApplyToDrawableHitObject(DrawableHitObject dho)
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{
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foreach (var dho in drawables)
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dho.ApplyCustomUpdateState += (o, state) =>
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{
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dho.ApplyCustomUpdateState += (o, state) =>
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{
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// Increased visibility is applied to the entire first object, including all of its nested hitobjects.
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if (IncreaseFirstObjectVisibility.Value && isObjectEqualToOrNestedIn(o.HitObject, FirstObject))
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ApplyIncreasedVisibilityState(o, state);
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else
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ApplyNormalVisibilityState(o, state);
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};
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}
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// Increased visibility is applied to the entire first object, including all of its nested hitobjects.
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if (IncreaseFirstObjectVisibility.Value && isObjectEqualToOrNestedIn(o.HitObject, FirstObject))
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ApplyIncreasedVisibilityState(o, state);
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else
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ApplyNormalVisibilityState(o, state);
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};
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}
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/// <summary>
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