// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Scoring; using osu.Game.Rulesets.Taiko.Objects.Drawables; namespace osu.Game.Rulesets.Taiko.Mods { public class TaikoModHidden : ModHidden, IApplicableToDifficulty { public override string Description => @"Beats fade out before you hit them!"; public override double ScoreMultiplier => 1.06; [SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")] public BindableNumber FadeOutTimeMultiplier { get; } = new BindableDouble { MinValue = 0.5, MaxValue = 1.5, Default = 1.0, Value = 1.0, Precision = 0.01, }; /// /// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter /// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the /// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1. /// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead, /// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3. /// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens. /// private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0); private double originalSliderMultiplier; private ControlPointInfo controlPointInfo; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) { ApplyNormalVisibilityState(hitObject, state); } protected double MultiplierAt(double position) { var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength; var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier; return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH); } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) { switch (hitObject) { case DrawableDrumRollTick _: break; case DrawableHit _: break; default: return; } var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value; var start = hitObject.HitObject.StartTime - preempt * 0.6; var duration = preempt * 0.3; using (hitObject.BeginAbsoluteSequence(start)) { hitObject.FadeOut(duration); // DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed. // in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly. hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged ? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss) : hitObject.HitStateUpdateTime; } } public void ReadFromDifficulty(BeatmapDifficulty difficulty) { } public void ApplyToDifficulty(BeatmapDifficulty difficulty) { originalSliderMultiplier = difficulty.SliderMultiplier; // the hidden mod on stable had an added playfield cover that essentially forced a 4:3 playfield ratio, by cutting off all objects past that size. // lazer currently uses a playfield adjustment container which keeps a 16:9 ratio. // therefore, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable. // note that this will means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time. difficulty.SliderMultiplier /= hd_sv_scale; } public override void ApplyToBeatmap(IBeatmap beatmap) { controlPointInfo = beatmap.ControlPointInfo; } } }