mirror of
https://github.com/ppy/osu.git
synced 2025-01-14 17:52:56 +08:00
Reworking the Ouendan 2 Hidden code AGAIN
Not finished. Will be finished in a later commit.
This commit is contained in:
parent
7a92c7ab7e
commit
c9a2c6c031
@ -50,15 +50,15 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
applyState(hitObject, true);
|
||||
applyHiddenState(hitObject, true, OnlyFadeApproachCircles.Value);
|
||||
}
|
||||
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
applyState(hitObject, false);
|
||||
applyHiddenState(hitObject, false, OnlyFadeApproachCircles.Value);
|
||||
}
|
||||
|
||||
private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
|
||||
private void applyHiddenState(DrawableHitObject drawableObject, bool hideApproachCircle, bool hideCirclePiece)
|
||||
{
|
||||
if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
|
||||
return;
|
||||
@ -67,90 +67,63 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
|
||||
|
||||
if (!OnlyFadeApproachCircles.Value)
|
||||
switch (drawableObject)
|
||||
{
|
||||
switch (drawableObject)
|
||||
{
|
||||
case DrawableSliderTail _:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
drawableObject.FadeOut(fadeDuration);
|
||||
case DrawableSliderTail _:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
drawableObject.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
break;
|
||||
|
||||
case DrawableSliderRepeat sliderRepeat:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
// only apply to circle piece – reverse arrow is not affected by hidden.
|
||||
sliderRepeat.CirclePiece.FadeOut(fadeDuration);
|
||||
case DrawableSliderRepeat sliderRepeat:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
// only apply to circle piece – reverse arrow is not affected by hidden.
|
||||
sliderRepeat.CirclePiece.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
break;
|
||||
|
||||
case DrawableHitCircle circle:
|
||||
Drawable fadeTarget = circle;
|
||||
case DrawableHitCircle circle:
|
||||
Drawable fadeTarget = circle;
|
||||
|
||||
if (increaseVisibility)
|
||||
{
|
||||
// only fade the circle piece (not the approach circle) for the increased visibility object.
|
||||
fadeTarget = circle.CirclePiece;
|
||||
}
|
||||
else
|
||||
{
|
||||
// we don't want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
|
||||
circle.ApproachCircle.Hide();
|
||||
}
|
||||
if (hideApproachCircle)
|
||||
{
|
||||
// only fade the circle piece (not the approach circle) for the increased visibility object.
|
||||
fadeTarget = circle.CirclePiece;
|
||||
}
|
||||
else
|
||||
{
|
||||
// we don't want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
|
||||
circle.ApproachCircle.Hide();
|
||||
}
|
||||
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
fadeTarget.FadeOut(fadeDuration);
|
||||
break;
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
fadeTarget.FadeOut(fadeDuration);
|
||||
break;
|
||||
|
||||
case DrawableSlider slider:
|
||||
using (slider.BeginAbsoluteSequence(fadeStartTime))
|
||||
slider.Body.FadeOut(fadeDuration, Easing.Out);
|
||||
case DrawableSlider slider:
|
||||
using (slider.BeginAbsoluteSequence(fadeStartTime))
|
||||
slider.Body.FadeOut(fadeDuration, Easing.Out);
|
||||
|
||||
break;
|
||||
break;
|
||||
|
||||
case DrawableSliderTick sliderTick:
|
||||
using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
|
||||
sliderTick.FadeOut(fadeDuration);
|
||||
case DrawableSliderTick sliderTick:
|
||||
using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
|
||||
sliderTick.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
break;
|
||||
|
||||
case DrawableSpinner spinner:
|
||||
// hide elements we don't care about.
|
||||
// todo: hide background
|
||||
case DrawableSpinner spinner:
|
||||
// hide elements we don't care about.
|
||||
// todo: hide background
|
||||
|
||||
spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
|
||||
hideSpinnerApproachCircle(spinner);
|
||||
spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
|
||||
hideSpinnerApproachCircle(spinner);
|
||||
|
||||
using (spinner.BeginAbsoluteSequence(fadeStartTime))
|
||||
spinner.FadeOut(fadeDuration);
|
||||
using (spinner.BeginAbsoluteSequence(fadeStartTime))
|
||||
spinner.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
}
|
||||
} else
|
||||
{
|
||||
switch(drawableObject)
|
||||
{
|
||||
case DrawableHitCircle circle:
|
||||
if (!increaseVisibility)
|
||||
{
|
||||
// we don't want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
|
||||
circle.ApproachCircle.Hide();
|
||||
}
|
||||
break;
|
||||
|
||||
case DrawableSpinner spinner:
|
||||
// hide elements we don't care about.
|
||||
// todo: hide background
|
||||
|
||||
spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
|
||||
hideSpinnerApproachCircle(spinner);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user