// 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 { public class OsuModSpinIn : ModWithVisibilityAdjustment, IMutateApproachCircles { public override string Name => "Spin In"; public override string Acronym => "SI"; public override IconUsage? Icon => FontAwesome.Solid.Undo; public override ModType Type => ModType.Fun; public override string Description => "Circles spin in. No approach circles."; public override double ScoreMultiplier => 1; // todo: this mod should be able to be compatible with hidden with a bit of further implementation. public override Type[] IncompatibleMods => new[] { typeof(IMutateApproachCircles) }; private const int rotate_offset = 360; private const float rotate_starting_width = 2; protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) { } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyZoomState(hitObject, state); private void applyZoomState(DrawableHitObject drawable, ArmedState state) { if (drawable is DrawableSpinner) return; var h = (OsuHitObject)drawable.HitObject; switch (drawable) { case DrawableHitCircle circle: using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true)) { circle.ApproachCircle.Hide(); circle.RotateTo(rotate_offset).Then().RotateTo(0, h.TimePreempt, Easing.InOutSine); circle.ScaleTo(new Vector2(rotate_starting_width, 0)).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine); // bypass fade in. if (state == ArmedState.Idle) circle.FadeIn(); } break; case DrawableSlider slider: using (slider.BeginAbsoluteSequence(h.StartTime - h.TimePreempt)) { slider.ScaleTo(0).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine); // bypass fade in. if (state == ArmedState.Idle) slider.FadeIn(); } break; } } } }