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Merge pull request #15284 from Flux3on/ouendan2-hidden
Add setting to osu! hidden mod to only fade approach circles
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commit
ec6e28bca6
@ -117,6 +117,42 @@ namespace osu.Game.Rulesets.Osu.Tests.Mods
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PassCondition = checkSomeHit
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});
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[Test]
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public void TestApproachCirclesOnly() => CreateModTest(new ModTestData
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{
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Mod = new OsuModHidden { OnlyFadeApproachCircles = { Value = true } },
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Autoplay = true,
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Beatmap = new Beatmap
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{
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HitObjects = new List<HitObject>
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{
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new HitCircle
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{
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StartTime = 1000,
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Position = new Vector2(206, 142)
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},
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new HitCircle
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{
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StartTime = 2000,
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Position = new Vector2(306, 142)
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},
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new Slider
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{
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StartTime = 3000,
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Position = new Vector2(156, 242),
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Path = new SliderPath(PathType.Linear, new[] { Vector2.Zero, new Vector2(200, 0), })
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},
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new Spinner
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{
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Position = new Vector2(256, 192),
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StartTime = 7000,
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EndTime = 9000
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}
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}
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},
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PassCondition = checkSomeHit
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});
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private bool checkSomeHit() => Player.ScoreProcessor.JudgedHits >= 4;
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private bool objectWithIncreasedVisibilityHasIndex(int index)
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@ -5,6 +5,8 @@ using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Bindables;
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using osu.Game.Configuration;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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@ -17,6 +19,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModHidden : ModHidden, IHidesApproachCircles
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{
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[SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")]
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public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool();
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public override string Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => 1.06;
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@ -44,15 +49,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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applyState(hitObject, true);
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applyHiddenState(hitObject, true);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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applyState(hitObject, false);
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applyHiddenState(hitObject, false);
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}
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private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
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private void applyHiddenState(DrawableHitObject drawableObject, bool increaseVisibility)
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{
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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return;
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@ -61,6 +66,24 @@ namespace osu.Game.Rulesets.Osu.Mods
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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// process approach circle hiding first (to allow for early return below).
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if (!increaseVisibility)
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{
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if (drawableObject is DrawableHitCircle circle)
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{
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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else if (drawableObject is DrawableSpinner spinner)
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{
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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}
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}
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if (OnlyFadeApproachCircles.Value)
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return;
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switch (drawableObject)
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{
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case DrawableSliderTail _:
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@ -84,12 +107,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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fadeTarget.FadeOut(fadeDuration);
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@ -111,9 +128,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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// hide elements we don't care about.
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// todo: hide background
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
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spinner.FadeOut(fadeDuration);
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