// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using osu.Game.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Framework.Graphics.Sprites; using osu.Game.Rulesets.Scoring; using osu.Game.Scoring; namespace osu.Game.Rulesets.Mods { public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor { public override string Name => "Hidden"; public override string Acronym => "HD"; public override IconUsage? Icon => OsuIcon.ModHidden; public override ModType Type => ModType.DifficultyIncrease; public override bool Ranked => true; /// /// Check whether the provided hitobject should be considered the "first" hideable object. /// Can be used to skip spinners, for instance. /// /// The hitobject to check. [Obsolete("Use IsFirstAdjustableObject() instead.")] // Can be removed 20210506 protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true; public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor) { // Default value of ScoreProcessor's Rank in Hidden Mod should be SS+ scoreProcessor.Rank.Value = ScoreRank.XH; } public ScoreRank AdjustRank(ScoreRank rank, double accuracy) { switch (rank) { case ScoreRank.X: return ScoreRank.XH; case ScoreRank.S: return ScoreRank.SH; default: return rank; } } protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) { #pragma warning disable 618 ApplyFirstObjectIncreaseVisibilityState(hitObject, state); #pragma warning restore 618 } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) { #pragma warning disable 618 ApplyHiddenState(hitObject, state); #pragma warning restore 618 } /// /// Apply a special visibility state to the first object in a beatmap, if the user chooses to turn on the "increase first object visibility" setting. /// /// The hit object to apply the state change to. /// The state of the hit object. [Obsolete("Use ApplyIncreasedVisibilityState() instead.")] // Can be removed 20210506 protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state) { } /// /// Apply a hidden state to the provided object. /// /// The hit object to apply the state change to. /// The state of the hit object. [Obsolete("Use ApplyNormalVisibilityState() instead.")] // Can be removed 20210506 protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state) { } } }