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Change set to list + minor changes
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@ -24,38 +24,46 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override double ScoreMultiplier => 1;
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModAutoplay), typeof(OsuModWiggle), typeof(OsuModTransform) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModAutopilot), typeof(OsuModAutoplay), typeof(OsuModWiggle), typeof(OsuModTransform) };
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private readonly HashSet<DrawableOsuHitObject> movingObjects = new HashSet<DrawableOsuHitObject>();
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private readonly List<DrawableOsuHitObject> movingObjects = new List<DrawableOsuHitObject>();
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public void Update(Playfield playfield)
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public void Update(Playfield playfield)
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{
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{
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var drawableCursor = playfield.Cursor.ActiveCursor;
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var cursorPos = playfield.Cursor.ActiveCursor.DrawPosition;
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// Avoid crowded judgment displays and hide follow points
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// Avoid relocating judgment displays and hide follow points
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playfield.DisplayJudgements.Value = false;
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playfield.DisplayJudgements.Value = false;
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(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
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(playfield as OsuPlayfield)?.ConnectionLayer.Hide();
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// First move objects to new destination, then remove them from movingObjects set if they're too old
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// First move objects to new destination, then remove them from movingObjects list if they're too old
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movingObjects.RemoveWhere(d =>
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movingObjects.RemoveAll(d =>
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{
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{
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var currentTime = playfield.Clock.CurrentTime;
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var h = d.HitObject;
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var h = d.HitObject;
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var currentTime = playfield.Clock.CurrentTime;
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var endTime = (h as IHasEndTime)?.EndTime ?? h.StartTime;
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d.ClearTransforms();
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switch (d)
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switch (d)
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{
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{
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case DrawableHitCircle circle:
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case DrawableHitCircle circle:
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circle.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime - 10));
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return currentTime > h.StartTime;
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// 10ms earlier on the note to reduce chance of missing when clicking early / cursor moves fast
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circle.MoveTo(cursorPos, Math.Max(0, endTime - currentTime - 10));
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return currentTime > endTime;
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case DrawableSlider slider:
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case DrawableSlider slider:
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// Move slider to cursor
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// Move slider to cursor
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if (currentTime < h.StartTime)
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if (currentTime < h.StartTime)
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d.MoveTo(drawableCursor.DrawPosition, Math.Max(0, h.StartTime - currentTime - 10));
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{
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slider.MoveTo(cursorPos, Math.Max(0, h.StartTime - currentTime - 10));
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return false;
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}
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// Move slider so that sliderball stays on the cursor
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// Move slider so that sliderball stays on the cursor
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else
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else
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d.MoveTo(drawableCursor.DrawPosition - slider.Ball.DrawPosition);
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{
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return currentTime > (h as IHasEndTime)?.EndTime;
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slider.MoveTo(cursorPos - slider.Ball.DrawPosition);
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return currentTime > endTime;
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}
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case DrawableSpinner _:
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case DrawableSpinner _:
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// TODO
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// TODO
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@ -75,14 +83,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
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{
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{
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if (drawable is DrawableOsuHitObject d)
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if (drawable is DrawableOsuHitObject hitobject)
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movingObjects.Add(d);
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movingObjects.Add(hitobject);
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}
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}
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}
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}
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/*
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/*
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* TODOs
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* TODOs
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* - remove object timing glitches / artifacts
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* - fix sliders reappearing at original position after their EndTime (see https://puu.sh/E7zT4/111cf9cdc8.gif)
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* - relocate / hide slider headcircle's explosion, flash, ...
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* - automate spinners
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* - automate spinners
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* - combine with OsuModRelax (?)
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* - combine with OsuModRelax (?)
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*
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*
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