mirror of
https://github.com/ppy/osu.git
synced 2024-11-14 16:37:26 +08:00
139 lines
5.6 KiB
C#
139 lines
5.6 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;
|
||
using System.Collections.Generic;
|
||
using System.Linq;
|
||
using osu.Framework.Graphics;
|
||
using osu.Game.Rulesets.Mods;
|
||
using osu.Game.Rulesets.Objects;
|
||
using osu.Game.Rulesets.Objects.Drawables;
|
||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||
using osu.Game.Rulesets.Osu.Objects;
|
||
|
||
namespace osu.Game.Rulesets.Osu.Mods
|
||
{
|
||
public class OsuModHidden : ModHidden
|
||
{
|
||
public override string Description => @"Play with no approach circles and fading circles/sliders.";
|
||
public override double ScoreMultiplier => 1.06;
|
||
|
||
public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
|
||
|
||
private const double fade_in_duration_multiplier = 0.4;
|
||
private const double fade_out_duration_multiplier = 0.3;
|
||
|
||
protected override bool IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
|
||
|
||
public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||
{
|
||
static void adjustFadeIn(OsuHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;
|
||
|
||
foreach (var d in drawables.OfType<DrawableOsuHitObject>())
|
||
{
|
||
adjustFadeIn(d.HitObject);
|
||
foreach (var h in d.HitObject.NestedHitObjects.OfType<OsuHitObject>())
|
||
adjustFadeIn(h);
|
||
}
|
||
|
||
base.ApplyToDrawableHitObjects(drawables);
|
||
}
|
||
|
||
private double lastSliderHeadFadeOutStartTime;
|
||
private double lastSliderHeadFadeOutDuration;
|
||
|
||
protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
|
||
|
||
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
|
||
|
||
private void applyState(DrawableHitObject drawable, bool increaseVisibility)
|
||
{
|
||
if (!(drawable is DrawableOsuHitObject d))
|
||
return;
|
||
|
||
var h = d.HitObject;
|
||
|
||
var fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;
|
||
var fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;
|
||
|
||
// new duration from completed fade in to end (before fading out)
|
||
var longFadeDuration = h.GetEndTime() - fadeOutStartTime;
|
||
|
||
switch (drawable)
|
||
{
|
||
case DrawableSliderTail sliderTail:
|
||
// use stored values from head circle to achieve same fade sequence.
|
||
fadeOutDuration = lastSliderHeadFadeOutDuration;
|
||
fadeOutStartTime = lastSliderHeadFadeOutStartTime;
|
||
|
||
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||
sliderTail.FadeOut(fadeOutDuration);
|
||
|
||
break;
|
||
|
||
case DrawableSliderRepeat sliderRepeat:
|
||
// use stored values from head circle to achieve same fade sequence.
|
||
fadeOutDuration = lastSliderHeadFadeOutDuration;
|
||
fadeOutStartTime = lastSliderHeadFadeOutStartTime;
|
||
|
||
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||
// only apply to circle piece – reverse arrow is not affected by hidden.
|
||
sliderRepeat.CirclePiece.FadeOut(fadeOutDuration);
|
||
|
||
break;
|
||
|
||
case DrawableHitCircle circle:
|
||
|
||
if (circle is DrawableSliderHead)
|
||
{
|
||
lastSliderHeadFadeOutDuration = fadeOutDuration;
|
||
lastSliderHeadFadeOutStartTime = fadeOutStartTime;
|
||
}
|
||
|
||
Drawable fadeTarget = circle;
|
||
|
||
if (increaseVisibility)
|
||
{
|
||
// only fade the circle piece (not the approach circle) for the increased visibility object.
|
||
fadeTarget = circle.CirclePiece;
|
||
}
|
||
else
|
||
{
|
||
// we don't want to see the approach circle
|
||
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
|
||
circle.ApproachCircle.Hide();
|
||
}
|
||
|
||
// fade out immediately after fade in.
|
||
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||
fadeTarget.FadeOut(fadeOutDuration);
|
||
break;
|
||
|
||
case DrawableSlider slider:
|
||
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||
slider.Body.FadeOut(longFadeDuration, Easing.Out);
|
||
|
||
break;
|
||
|
||
case DrawableSliderTick sliderTick:
|
||
// slider ticks fade out over up to one second
|
||
var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
|
||
|
||
using (sliderTick.BeginAbsoluteSequence(sliderTick.HitObject.StartTime - tickFadeOutDuration, true))
|
||
sliderTick.FadeOut(tickFadeOutDuration);
|
||
|
||
break;
|
||
|
||
case DrawableSpinner spinner:
|
||
// hide elements we don't care about.
|
||
// todo: hide background
|
||
|
||
using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
|
||
spinner.FadeOut(fadeOutDuration);
|
||
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
}
|