// 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.Collections.Generic; using System.Linq; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Game.Configuration; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; namespace osu.Game.Rulesets.Osu.Mods { /// /// Adjusts the size of hit objects during their fade in animation. /// public abstract class OsuModeObjectScaleTween : Mod, IReadFromConfig, IApplicableToDrawableHitObjects { public override ModType Type => ModType.Fun; public override double ScoreMultiplier => 1; protected virtual float StartScale => 1; protected virtual float EndScale => 1; private Bindable increaseFirstObjectVisibility = new Bindable(); public override Type[] IncompatibleMods => new[] { typeof(OsuModSpinIn), typeof(OsuModTraceable) }; public void ReadFromConfig(OsuConfigManager config) { increaseFirstObjectVisibility = config.GetBindable(OsuSetting.IncreaseFirstObjectVisibility); } public void ApplyToDrawableHitObjects(IEnumerable drawables) { foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0)) { switch (drawable) { case DrawableSpinner _: continue; default: drawable.ApplyCustomUpdateState += ApplyCustomState; break; } } } protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state) { var h = (OsuHitObject)drawable.HitObject; // apply grow effect switch (drawable) { case DrawableSliderHead _: case DrawableSliderTail _: // special cases we should *not* be scaling. break; case DrawableSlider _: case DrawableHitCircle _: { using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt)) drawable.ScaleTo(StartScale).Then().ScaleTo(EndScale, h.TimePreempt, Easing.OutSine); break; } } // remove approach circles switch (drawable) { case DrawableHitCircle circle: // we don't want to see the approach circle using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt)) circle.ApproachCircle.Hide(); break; } } } }