// 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 System.Linq; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; namespace osu.Game.Rulesets.Osu.Edit { public class DrawableOsuEditPool : DrawableOsuPool where T : DrawableHitObject, new() { /// /// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay. /// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points. /// private const double editor_hit_object_fade_out_extension = 700; public DrawableOsuEditPool(Func checkHittable, Action onLoaded, int initialSize, int? maximumSize = null) : base(checkHittable, onLoaded, initialSize, maximumSize) { } protected override T CreateNewDrawable() => base.CreateNewDrawable().With(d => d.ApplyCustomUpdateState += updateState); private void updateState(DrawableHitObject hitObject, ArmedState state) { if (state == ArmedState.Idle) return; // adjust the visuals of certain object types to make them stay on screen for longer than usual. switch (hitObject) { default: // there are quite a few drawable hit types we don't want to extent (spinners, ticks etc.) return; case DrawableSlider _: // no specifics to sliders but let them fade slower below. break; case DrawableHitCircle circle: // also handles slider heads circle.ApproachCircle .FadeOutFromOne(editor_hit_object_fade_out_extension) .Expire(); break; } // Get the existing fade out transform var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha)); if (existing == null) return; hitObject.RemoveTransform(existing); using (hitObject.BeginAbsoluteSequence(existing.StartTime)) hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire(); } } }