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osu-lazer/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs
2021-06-16 00:34:39 +02:00

108 lines
4.8 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;
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;
[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
public BindableNumber<double> FadeOutTimeMultiplier { get; } = new BindableDouble
{
MinValue = 0.5,
MaxValue = 1.5,
Default = 1.0,
Value = 1.0,
Precision = 0.01,
};
/// <summary>
/// In stable taiko, 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)
{
var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
return originalSliderMultiplier * (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;
}
var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
var start = hitObject.HitObject.StartTime - preempt * 0.6;
var 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;
}
}
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
originalSliderMultiplier = difficulty.SliderMultiplier;
// the hidden mod on stable had an added playfield cover that essentially forced a 4:3 playfield ratio, by cutting off all objects past that size.
// lazer currently uses a playfield adjustment container which keeps a 16:9 ratio.
// therefore, 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 will 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;
}
}
}