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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModTraceable.cs

86 lines
3.6 KiB
C#

// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using System.Collections.Generic;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Types;
namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModTraceable : Mod, IApplicableToDrawableHitObjects
{
public override string Name => "Traceable";
public override string ShortenedName => "TC";
public override FontAwesome Icon => FontAwesome.fa_snapchat_ghost;
public override ModType Type => ModType.Fun;
public override string Description => "Put your faith in the approach circles...";
public override double ScoreMultiplier => 1;
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables)
drawable.ApplyCustomUpdateState += ApplyTraceableState;
}
/* Similar to ApplyHiddenState, only different if drawable is DrawableHitCircle.
* If we'd use ApplyHiddenState instead but only on non-DrawableHitCircle's, then
* the nested object HeadCircle of DrawableSlider would still use ApplyHiddenState,
* thus treating the DrawableHitCircle with the hidden mod instead of the traceable mod.
*/
protected void ApplyTraceableState(DrawableHitObject drawable, ArmedState state)
{
if (!(drawable is DrawableOsuHitObject d))
return;
var h = d.HitObject;
var fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;
// new duration from completed fade in to end (before fading out)
var longFadeDuration = ((h as IHasEndTime)?.EndTime ?? h.StartTime) - fadeOutStartTime;
switch (drawable)
{
case DrawableHitCircle circle:
// we only want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.HideButApproachCircle();
// approach circle fades out quickly at StartTime
using (drawable.BeginAbsoluteSequence(h.StartTime, true))
circle.ApproachCircle.FadeOut(50);
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.
spinner.Disc.Hide();
spinner.Ticks.Hide();
spinner.Background.Hide();
using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
spinner.FadeOut(h.TimePreempt);
break;
}
}
}
}