mirror of
https://github.com/ppy/osu.git
synced 2024-12-15 07:32:55 +08:00
103 lines
4.0 KiB
C#
103 lines
4.0 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
|
|
{
|
|
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;
|
|
}
|
|
|
|
/// <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>
|
|
private const double editor_hit_object_fade_out_extension = 700;
|
|
|
|
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.
|
|
mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
|
|
mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.HitStateUpdateTime, true);
|
|
}
|
|
|
|
if (hitObject is DrawableSliderRepeat repeat)
|
|
{
|
|
repeat.Arrow.ApplyTransformsAt(hitObject.HitStateUpdateTime, true);
|
|
repeat.Arrow.ClearTransformsAfter(hitObject.HitStateUpdateTime, 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|