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osu-lazer/osu.Game/Rulesets/Mods/ModMuted.cs

103 lines
4.2 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.Linq;
using osu.Framework.Audio;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Configuration;
using osu.Game.Graphics.UserInterface;
using osu.Game.Overlays.Settings;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModMuted : Mod
{
public override string Name => "Muted";
public override string Acronym => "MU";
public override IconUsage? Icon => FontAwesome.Solid.VolumeMute;
public override LocalisableString Description => "Can you still feel the rhythm without music?";
public override ModType Type => ModType.Fun;
public override double ScoreMultiplier => 1;
}
public abstract class ModMuted<TObject> : ModMuted, IApplicableToDrawableRuleset<TObject>, IApplicableToTrack, IApplicableToScoreProcessor
where TObject : HitObject
{
private readonly BindableNumber<double> mainVolumeAdjust = new BindableDouble(0.5);
private readonly BindableNumber<double> metronomeVolumeAdjust = new BindableDouble(0.5);
private readonly BindableNumber<int> currentCombo = new BindableInt();
[SettingSource("Start muted", "Increase volume as combo builds.")]
public BindableBool InverseMuting { get; } = new BindableBool();
[SettingSource("Enable metronome", "Add a metronome beat to help you keep track of the rhythm.")]
public BindableBool EnableMetronome { get; } = new BindableBool(true);
[SettingSource("Final volume at combo", "The combo count at which point the track reaches its final volume.", SettingControlType = typeof(SettingsSlider<int, MuteComboSlider>))]
public BindableInt MuteComboCount { get; } = new BindableInt(100)
{
MinValue = 0,
MaxValue = 500,
};
[SettingSource("Mute hit sounds", "Hit sounds are also muted alongside the track.")]
public BindableBool AffectsHitSounds { get; } = new BindableBool(true);
protected ModMuted()
{
InverseMuting.BindValueChanged(i => MuteComboCount.MinValue = i.NewValue ? 1 : 0, true);
}
public void ApplyToTrack(IAdjustableAudioComponent track)
{
track.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust);
}
public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
{
if (EnableMetronome.Value)
{
MetronomeBeat metronomeBeat;
// Importantly, this is added to FrameStableComponents and not Overlays as the latter would cause it to be self-muted by the mod's volume adjustment.
drawableRuleset.FrameStableComponents.Add(metronomeBeat = new MetronomeBeat(drawableRuleset.Beatmap.HitObjects.First().StartTime));
metronomeBeat.AddAdjustment(AdjustableProperty.Volume, metronomeVolumeAdjust);
}
if (AffectsHitSounds.Value)
drawableRuleset.Audio.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust);
}
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
currentCombo.BindTo(scoreProcessor.Combo);
currentCombo.BindValueChanged(combo =>
{
double dimFactor = MuteComboCount.Value == 0 ? 1 : (double)combo.NewValue / MuteComboCount.Value;
if (InverseMuting.Value)
dimFactor = 1 - dimFactor;
scoreProcessor.TransformBindableTo(metronomeVolumeAdjust, dimFactor, 500, Easing.OutQuint);
scoreProcessor.TransformBindableTo(mainVolumeAdjust, 1 - dimFactor, 500, Easing.OutQuint);
}, true);
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
}
public partial class MuteComboSlider : RoundedSliderBar<int>
{
public override LocalisableString TooltipText => Current.Value == 0 ? "always muted" : base.TooltipText;
}
}