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4d739f11a8
Regressed in #10696. The old `IsFirstHideableObject()` method did not consider nested hitobjects, while its replacement - `IsFirstAdjustableObject()` - did. Therefore, spinner ticks could be considered first adjustable objects, breaking the old logic. There is no need to match over `SpinnerBonusTick`, as it inherits from `SpinnerTick`.
167 lines
6.5 KiB
C#
167 lines
6.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModHidden : ModHidden
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{
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public override string Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => 1.06;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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base.ApplyToBeatmap(beatmap);
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
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applyFadeInAdjustment(obj);
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static void applyFadeInAdjustment(OsuHitObject osuObject)
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{
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osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier;
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
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applyFadeInAdjustment(nested);
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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applyState(hitObject, true);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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applyState(hitObject, false);
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}
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private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
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{
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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return;
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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(double startTime, double duration) fadeOut = getFadeOutParameters(drawableOsuObject);
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switch (drawableObject)
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{
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case DrawableSliderTail _:
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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drawableObject.FadeOut(fadeOut.duration);
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break;
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case DrawableSliderRepeat sliderRepeat:
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(fadeOut.duration);
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break;
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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if (increaseVisibility)
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt, true))
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circle.ApproachCircle.Hide();
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}
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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fadeTarget.FadeOut(fadeOut.duration);
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break;
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeOut.startTime, true))
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slider.Body.FadeOut(fadeOut.duration, Easing.Out);
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break;
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case DrawableSliderTick sliderTick:
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using (sliderTick.BeginAbsoluteSequence(fadeOut.startTime, true))
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sliderTick.FadeOut(fadeOut.duration);
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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using (spinner.BeginAbsoluteSequence(fadeOut.startTime, true))
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spinner.FadeOut(fadeOut.duration);
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break;
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}
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}
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private (double startTime, double duration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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case DrawableSliderTail tail:
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// Use the same fade sequence as the slider head.
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Debug.Assert(tail.Slider != null);
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return getParameters(tail.Slider.HeadCircle);
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case DrawableSliderRepeat repeat:
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// Use the same fade sequence as the slider head.
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Debug.Assert(repeat.Slider != null);
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return getParameters(repeat.Slider.HeadCircle);
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default:
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return getParameters(drawableObject.HitObject);
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}
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static (double startTime, double duration) getParameters(OsuHitObject hitObject)
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{
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var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
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switch (hitObject)
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{
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case Slider _:
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return (fadeOutStartTime, longFadeDuration);
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case SliderTick _:
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var tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
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return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
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case Spinner _:
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return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
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default:
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return (fadeOutStartTime, fadeOutDuration);
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}
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}
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}
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}
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}
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