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osu-lazer/osu.Game.Rulesets.Mania/Mods/ManiaModGravity.cs

75 lines
3.2 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using osu.Game.Rulesets.Mania.Objects;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.Objects.Types;
using System.Linq;
using osu.Framework.Lists;
using osu.Game.Beatmaps.ControlPoints;
using osu.Framework.MathUtils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mania.Timing;
using osu.Game.Rulesets.Mania.Timing.Drawables;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Timing;
using osu.Game.Rulesets.Timing.Drawables;
namespace osu.Game.Rulesets.Mania.Mods
{
public class ManiaModGravity : Mod, IApplicableMod<ManiaHitObject>
{
public override string Name => "Gravity";
public override double ScoreMultiplier => 0;
public override FontAwesome Icon => FontAwesome.fa_sort_desc;
public void ApplyToHitRenderer(HitRenderer<ManiaHitObject> hitRenderer)
{
var maniaHitRenderer = (ManiaHitRenderer)hitRenderer;
maniaHitRenderer.HitObjectTimingChanges = new List<DrawableTimingSection>[maniaHitRenderer.PreferredColumns];
maniaHitRenderer.BarlineTimingChanges = new List<DrawableTimingSection>();
for (int i = 0; i < maniaHitRenderer.PreferredColumns; i++)
maniaHitRenderer.HitObjectTimingChanges[i] = new List<DrawableTimingSection>();
foreach (HitObject obj in maniaHitRenderer.Objects)
{
var maniaObject = obj as ManiaHitObject;
if (maniaObject == null)
continue;
maniaHitRenderer.HitObjectTimingChanges[maniaObject.Column].Add(new DrawableManiaTimingSection(new TimingSection
{
Time = obj.StartTime,
BeatLength = 1000
}, ScrollingAlgorithm.Gravity));
}
double lastObjectTime = (maniaHitRenderer.Objects.LastOrDefault() as IHasEndTime)?.EndTime ?? maniaHitRenderer.Objects.LastOrDefault()?.StartTime ?? double.MaxValue;
SortedList<TimingControlPoint> timingPoints = maniaHitRenderer.Beatmap.ControlPointInfo.TimingPoints;
for (int i = 0; i < timingPoints.Count; i++)
{
TimingControlPoint point = timingPoints[i];
// Stop on the beat before the next timing point, or if there is no next timing point stop slightly past the last object
double endTime = i < timingPoints.Count - 1 ? timingPoints[i + 1].Time - point.BeatLength : lastObjectTime + point.BeatLength * (int)point.TimeSignature;
for (double t = timingPoints[i].Time; Precision.DefinitelyBigger(endTime, t); t += point.BeatLength)
{
maniaHitRenderer.BarlineTimingChanges.Add(new DrawableManiaTimingSection(new TimingSection
{
Time = t,
BeatLength = 1000
}, ScrollingAlgorithm.Gravity));
}
}
}
}
}