mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 13:47:24 +08:00
68 lines
2.8 KiB
C#
68 lines
2.8 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
|
|
// See the LICENCE file in the repository root for full licence text.
|
|
|
|
using System;
|
|
using System.Linq;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Sprites;
|
|
using osu.Framework.Localisation;
|
|
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
|
|
{
|
|
internal class OsuModTransform : ModWithVisibilityAdjustment
|
|
{
|
|
public override string Name => "Transform";
|
|
public override string Acronym => "TR";
|
|
public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt;
|
|
public override ModType Type => ModType.Fun;
|
|
public override LocalisableString Description => "Everything rotates. EVERYTHING.";
|
|
public override double ScoreMultiplier => 1;
|
|
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(OsuModDepth) }).ToArray();
|
|
|
|
private float theta;
|
|
|
|
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
|
|
|
|
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
|
|
|
|
private void applyTransform(DrawableHitObject drawable, ArmedState state)
|
|
{
|
|
switch (drawable)
|
|
{
|
|
case DrawableSliderHead:
|
|
case DrawableSliderTail:
|
|
case DrawableSliderTick:
|
|
case DrawableSliderRepeat:
|
|
return;
|
|
|
|
default:
|
|
var hitObject = (OsuHitObject)drawable.HitObject;
|
|
|
|
float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
|
|
|
|
Vector2 originalPosition = drawable.Position;
|
|
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
|
|
|
|
// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
|
|
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
|
|
double moveDuration = hitObject.TimePreempt + 1;
|
|
|
|
using (drawable.BeginAbsoluteSequence(appearTime))
|
|
{
|
|
drawable
|
|
.MoveToOffset(appearOffset)
|
|
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
|
|
}
|
|
|
|
theta += (float)hitObject.TimeFadeIn / 1000;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|