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osu-lazer/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs
2021-06-11 14:09:23 +07:00

96 lines
3.7 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 osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModHidden : ModHidden, IApplicableToDifficulty
{
public override string Description => @"Beats fade out before you hit them!";
public override double ScoreMultiplier => 1.06;
// In stable Taiko, hit position is 160, so playfield is essentially 160 pixels shorter
// than actual screen width. Normalized screen height is 480, so on a 4:3 screen the
// playfield ratio will actually be (640 - 160) / 480 = 1
// For 16:9 resolutions, screen width with normalized height becomes 853.33333 instead,
// meaning 16:9 playfield ratio is (853.333 - 160) / 480 = 1.444444.
// Thus, 4:3 ratio / 16:9 ratio = 1 / 1.4444 = 9 / 13
private const double hd_sv_scale = 9.0 / 13.0;
private BeatmapDifficulty difficulty;
private ControlPointInfo controlPointInfo;
[SettingSource("Hide Time", "Multiplies the time the note stays hidden")]
public BindableNumber<double> VisibilityMod { get; } = new BindableDouble
{
MinValue = 0.5,
// Max visibility is only to be used with max playfield size
MaxValue = 1.5,
Default = 1.0,
Value = 1.0,
Precision = 0.01,
};
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
ApplyNormalVisibilityState(hitObject, state);
}
protected double MultiplierAt(double position)
{
var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
return difficulty.SliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
switch (hitObject)
{
case DrawableDrumRollTick _:
break;
case DrawableHit _:
break;
default:
return;
}
// I *think* it's like this because stable's default velocity multiplier is 1.4
var preempt = 14000 / MultiplierAt(hitObject.HitObject.StartTime) * VisibilityMod.Value;
var start = hitObject.HitObject.StartTime - preempt * 0.6;
var duration = preempt * 0.3;
using (hitObject.BeginAbsoluteSequence(start))
{
// With 0 opacity the object is dying, and if I set a lifetime other issues appear...
// Ideally these need to be fixed, but I lack the knowledge to do it, and this is good enough anyway.
hitObject.FadeTo(0.0005f, duration);
}
}
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
this.difficulty = difficulty;
difficulty.SliderMultiplier /= hd_sv_scale;
}
public override void ApplyToBeatmap(IBeatmap beatmap)
{
controlPointInfo = beatmap.ControlPointInfo;
}
}
}