// 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.Diagnostics; using System.Linq; using osu.Framework.Graphics; using osu.Game.Beatmaps; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; namespace osu.Game.Rulesets.Osu.Mods { public class OsuModHidden : ModHidden, IMutateApproachCircles { public override string Description => @"Play with no approach circles and fading circles/sliders."; public override double ScoreMultiplier => 1.06; public override Type[] IncompatibleMods => new[] { typeof(IMutateApproachCircles) }; private const double fade_in_duration_multiplier = 0.4; private const double fade_out_duration_multiplier = 0.3; protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick); public override void ApplyToBeatmap(IBeatmap beatmap) { base.ApplyToBeatmap(beatmap); foreach (var obj in beatmap.HitObjects.OfType()) applyFadeInAdjustment(obj); static void applyFadeInAdjustment(OsuHitObject osuObject) { osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier; foreach (var nested in osuObject.NestedHitObjects.OfType()) applyFadeInAdjustment(nested); } } protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) { applyState(hitObject, true); } protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) { applyState(hitObject, false); } private void applyState(DrawableHitObject drawableObject, bool increaseVisibility) { if (!(drawableObject is DrawableOsuHitObject drawableOsuObject)) return; OsuHitObject hitObject = drawableOsuObject.HitObject; (double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject); switch (drawableObject) { case DrawableSliderTail _: using (drawableObject.BeginAbsoluteSequence(fadeStartTime)) drawableObject.FadeOut(fadeDuration); break; case DrawableSliderRepeat sliderRepeat: using (drawableObject.BeginAbsoluteSequence(fadeStartTime)) // only apply to circle piece – reverse arrow is not affected by hidden. sliderRepeat.CirclePiece.FadeOut(fadeDuration); break; case DrawableHitCircle circle: Drawable fadeTarget = circle; if (increaseVisibility) { // only fade the circle piece (not the approach circle) for the increased visibility object. fadeTarget = circle.CirclePiece; } else { // we don't want to see the approach circle using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt)) circle.ApproachCircle.Hide(); } using (drawableObject.BeginAbsoluteSequence(fadeStartTime)) fadeTarget.FadeOut(fadeDuration); break; case DrawableSlider slider: using (slider.BeginAbsoluteSequence(fadeStartTime)) slider.Body.FadeOut(fadeDuration, Easing.Out); break; case DrawableSliderTick sliderTick: using (sliderTick.BeginAbsoluteSequence(fadeStartTime)) sliderTick.FadeOut(fadeDuration); break; case DrawableSpinner spinner: // hide elements we don't care about. // todo: hide background using (spinner.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt)) spinner.HideApproachCircle(); using (spinner.BeginAbsoluteSequence(fadeStartTime)) spinner.FadeOut(fadeDuration); break; } } private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject) { switch (drawableObject) { case DrawableSliderTail tail: // Use the same fade sequence as the slider head. Debug.Assert(tail.Slider != null); return getParameters(tail.Slider.HeadCircle); case DrawableSliderRepeat repeat: // Use the same fade sequence as the slider head. Debug.Assert(repeat.Slider != null); return getParameters(repeat.Slider.HeadCircle); default: return getParameters(drawableObject.HitObject); } static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject) { var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn; var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier; // new duration from completed fade in to end (before fading out) var longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime; switch (hitObject) { case Slider _: return (fadeOutStartTime, longFadeDuration); case SliderTick _: var tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000); return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration); case Spinner _: return (fadeOutStartTime + longFadeDuration, fadeOutDuration); default: return (fadeOutStartTime, fadeOutDuration); } } } } }