mirror of
https://github.com/ppy/osu.git
synced 2024-12-22 12:13:05 +08:00
94 lines
4.5 KiB
C#
94 lines
4.5 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.Graphics;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Scoring;
|
|
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;
|
|
|
|
/// <summary>
|
|
/// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter
|
|
/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
|
|
/// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
|
|
/// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
|
|
/// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3.
|
|
/// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens.
|
|
/// </summary>
|
|
private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
|
|
|
|
private double originalSliderMultiplier;
|
|
|
|
private ControlPointInfo controlPointInfo;
|
|
|
|
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
|
{
|
|
ApplyNormalVisibilityState(hitObject, state);
|
|
}
|
|
|
|
protected double MultiplierAt(double position)
|
|
{
|
|
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
|
|
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
|
|
|
|
return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
|
|
}
|
|
|
|
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
|
{
|
|
switch (hitObject)
|
|
{
|
|
case DrawableDrumRollTick _:
|
|
case DrawableHit _:
|
|
double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
|
|
double start = hitObject.HitObject.StartTime - preempt * 0.6;
|
|
double duration = preempt * 0.3;
|
|
|
|
using (hitObject.BeginAbsoluteSequence(start))
|
|
{
|
|
hitObject.FadeOut(duration);
|
|
|
|
// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
|
|
// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
|
|
hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
|
|
? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
|
|
: hitObject.HitStateUpdateTime;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
|
|
{
|
|
}
|
|
|
|
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
|
|
{
|
|
// needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted).
|
|
originalSliderMultiplier = difficulty.SliderMultiplier;
|
|
|
|
// osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size.
|
|
// This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio.
|
|
// For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable.
|
|
// Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time.
|
|
difficulty.SliderMultiplier /= hd_sv_scale;
|
|
}
|
|
|
|
public override void ApplyToBeatmap(IBeatmap beatmap)
|
|
{
|
|
controlPointInfo = beatmap.ControlPointInfo;
|
|
}
|
|
}
|
|
}
|