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osu-lazer/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditorRuleset.cs
Bartłomiej Dach afc89b39d9 Use StateUpdateTime for transform clearing logic
`MainCirclePiece` specifies a state transform starting at
`StateUpdateTime`, which is earlier than the previously-used
`HitStateUpdateTime`. Change the transform clearing logic to use the
former to ensure that exactly all animation transforms are cleared.
2021-06-18 16:04:11 +02:00

109 lines
4.3 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.Collections.Generic;
using System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
using osuTK;
namespace osu.Game.Rulesets.Osu.Edit
{
public class DrawableOsuEditorRuleset : DrawableOsuRuleset
{
/// <summary>
/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
/// </summary>
public const double EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION = 700;
public DrawableOsuEditorRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
: base(ruleset, beatmap, mods)
{
}
protected override Playfield CreatePlayfield() => new OsuEditorPlayfield();
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
private class OsuEditorPlayfield : OsuPlayfield
{
private Bindable<bool> hitAnimations;
protected override GameplayCursorContainer CreateCursor() => null;
[BackgroundDependencyLoader]
private void load(OsuConfigManager config)
{
hitAnimations = config.GetBindable<bool>(OsuSetting.EditorHitAnimations);
}
protected override void OnNewDrawableHitObject(DrawableHitObject d)
{
d.ApplyCustomUpdateState += updateState;
}
private void updateState(DrawableHitObject hitObject, ArmedState state)
{
if (state == ArmedState.Idle || hitAnimations.Value)
return;
if (hitObject is DrawableHitCircle circle)
{
circle.ApproachCircle
.FadeOutFromOne(EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION * 4)
.Expire();
circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
}
if (hitObject is IHasMainCirclePiece mainPieceContainer)
{
// clear any explode animation logic.
// this is scheduled after children to ensure that the clear happens after invocations of ApplyCustomUpdateState on the circle piece's nested skinnables.
ScheduleAfterChildren(() =>
{
if (hitObject.HitObject == null) return;
mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.StateUpdateTime, true);
mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.StateUpdateTime, true);
});
}
if (hitObject is DrawableSliderRepeat repeat)
{
repeat.Arrow.ApplyTransformsAt(hitObject.StateUpdateTime, true);
repeat.Arrow.ClearTransformsAfter(hitObject.StateUpdateTime, true);
}
// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
switch (hitObject)
{
case DrawableSlider _:
case DrawableHitCircle _:
// Get the existing fade out transform
var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
if (existing == null)
return;
hitObject.RemoveTransform(existing);
using (hitObject.BeginAbsoluteSequence(hitObject.HitStateUpdateTime))
hitObject.FadeOut(EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION).Expire();
break;
}
}
}
}
}