// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Game.Beatmaps; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Screens.Edit; namespace osu.Game.Rulesets.Osu.Mods { /// /// Mod that colours s based on the musical division they are on /// public class OsuModSynesthesia : ModSynesthesia, IApplicableToBeatmap, IApplicableToDrawableHitObject { private readonly OsuColour colours = new OsuColour(); private IBeatmap? currentBeatmap { get; set; } public void ApplyToBeatmap(IBeatmap beatmap) { //Store a reference to the current beatmap to look up the beat divisor when notes are drawn if (currentBeatmap != beatmap) currentBeatmap = beatmap; } public void ApplyToDrawableHitObject(DrawableHitObject drawable) { if (currentBeatmap == null) return; drawable.OnUpdate += _ => drawable.AccentColour.Value = BindableBeatDivisor.GetColourFor( currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(drawable.HitObject.StartTime), colours); } } }