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103 lines
4.2 KiB
C#
103 lines
4.2 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Taiko.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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public class TaikoModHidden : ModHidden, IApplicableToDifficulty
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{
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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[SettingSource("Fade-out Time", "The bigger this multiplier is, the sooner the notes will start fading out")]
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public BindableNumber<double> FadeOutTimeMultiplier { get; } = new BindableDouble
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{
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MinValue = 0.5,
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MaxValue = 1.5,
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Default = 1.0,
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Value = 1.0,
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Precision = 0.01,
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};
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/// <summary>
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/// In stable taiko, the hit position is 160, so the active playfield is essentially 160 pixels shorter
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/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
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/// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
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/// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
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/// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3.
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/// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens.
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/// </summary>
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private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
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private double originalSliderMultiplier;
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private ControlPointInfo controlPointInfo;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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ApplyNormalVisibilityState(hitObject, state);
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}
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protected double MultiplierAt(double position)
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{
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var beatLength = controlPointInfo.TimingPointAt(position)?.BeatLength;
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var speedMultiplier = controlPointInfo.DifficultyPointAt(position)?.SpeedMultiplier;
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return originalSliderMultiplier * (speedMultiplier ?? 1.0) * TimingControlPoint.DEFAULT_BEAT_LENGTH / (beatLength ?? TimingControlPoint.DEFAULT_BEAT_LENGTH);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (hitObject)
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{
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case DrawableDrumRollTick _:
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break;
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case DrawableHit _:
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break;
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default:
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return;
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}
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var preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime) * FadeOutTimeMultiplier.Value;
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var start = hitObject.HitObject.StartTime - preempt * 0.6;
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var duration = preempt * 0.3;
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using (hitObject.BeginAbsoluteSequence(start))
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{
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hitObject.FadeOut(duration);
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// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
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// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
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hitObject.LifetimeEnd = state == ArmedState.Idle
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? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
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: hitObject.HitStateUpdateTime;
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}
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}
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public void ReadFromDifficulty(BeatmapDifficulty difficulty)
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{
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}
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public void ApplyToDifficulty(BeatmapDifficulty difficulty)
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{
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originalSliderMultiplier = difficulty.SliderMultiplier;
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difficulty.SliderMultiplier /= hd_sv_scale;
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}
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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controlPointInfo = beatmap.ControlPointInfo;
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}
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}
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}
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