// 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.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osuTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModTransform : ModWithVisibilityAdjustment { public override string Name => "Transform"; public override string Acronym => "TR"; public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt; public override ModType Type => ModType.Fun; public override string Description => "Everything rotates. EVERYTHING."; public override double ScoreMultiplier => 1; public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel) }; private float theta; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state); protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state); private void applyTransform(DrawableHitObject drawable, ArmedState state) { switch (drawable) { case DrawableSliderHead: case DrawableSliderTail: case DrawableSliderTick: case DrawableSliderRepeat: return; default: var hitObject = (OsuHitObject)drawable.HitObject; float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2; Vector2 originalPosition = drawable.Position; Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance; // the - 1 and + 1 prevents the hit objects to appear in the wrong position. double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1; double moveDuration = hitObject.TimePreempt + 1; using (drawable.BeginAbsoluteSequence(appearTime)) { drawable .MoveToOffset(appearOffset) .MoveTo(originalPosition, moveDuration, Easing.InOutSine); } theta += (float)hitObject.TimeFadeIn / 1000; break; } } } }