mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 15:17:44 +08:00
4d739f11a8
Regressed in #10696. The old `IsFirstHideableObject()` method did not consider nested hitobjects, while its replacement - `IsFirstAdjustableObject()` - did. Therefore, spinner ticks could be considered first adjustable objects, breaking the old logic. There is no need to match over `SpinnerBonusTick`, as it inherits from `SpinnerTick`.
167 lines
6.5 KiB
C#
167 lines
6.5 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;
|
||
using System.Diagnostics;
|
||
using System.Linq;
|
||
using osu.Framework.Graphics;
|
||
using osu.Game.Beatmaps;
|
||
using osu.Game.Rulesets.Mods;
|
||
using osu.Game.Rulesets.Objects;
|
||
using osu.Game.Rulesets.Objects.Drawables;
|
||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||
using osu.Game.Rulesets.Osu.Objects;
|
||
|
||
namespace osu.Game.Rulesets.Osu.Mods
|
||
{
|
||
public class OsuModHidden : ModHidden
|
||
{
|
||
public override string Description => @"Play with no approach circles and fading circles/sliders.";
|
||
public override double ScoreMultiplier => 1.06;
|
||
|
||
public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
|
||
|
||
private const double fade_in_duration_multiplier = 0.4;
|
||
private const double fade_out_duration_multiplier = 0.3;
|
||
|
||
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
|
||
|
||
public override void ApplyToBeatmap(IBeatmap beatmap)
|
||
{
|
||
base.ApplyToBeatmap(beatmap);
|
||
|
||
foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
|
||
applyFadeInAdjustment(obj);
|
||
|
||
static void applyFadeInAdjustment(OsuHitObject osuObject)
|
||
{
|
||
osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier;
|
||
foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
|
||
applyFadeInAdjustment(nested);
|
||
}
|
||
}
|
||
|
||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||
{
|
||
base.ApplyIncreasedVisibilityState(hitObject, state);
|
||
applyState(hitObject, true);
|
||
}
|
||
|
||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||
{
|
||
base.ApplyNormalVisibilityState(hitObject, state);
|
||
applyState(hitObject, false);
|
||
}
|
||
|
||
private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
|
||
{
|
||
if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
|
||
return;
|
||
|
||
OsuHitObject hitObject = drawableOsuObject.HitObject;
|
||
|
||
(double startTime, double duration) fadeOut = getFadeOutParameters(drawableOsuObject);
|
||
|
||
switch (drawableObject)
|
||
{
|
||
case DrawableSliderTail _:
|
||
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
drawableObject.FadeOut(fadeOut.duration);
|
||
|
||
break;
|
||
|
||
case DrawableSliderRepeat sliderRepeat:
|
||
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
// only apply to circle piece – reverse arrow is not affected by hidden.
|
||
sliderRepeat.CirclePiece.FadeOut(fadeOut.duration);
|
||
|
||
break;
|
||
|
||
case DrawableHitCircle circle:
|
||
Drawable fadeTarget = circle;
|
||
|
||
if (increaseVisibility)
|
||
{
|
||
// only fade the circle piece (not the approach circle) for the increased visibility object.
|
||
fadeTarget = circle.CirclePiece;
|
||
}
|
||
else
|
||
{
|
||
// we don't want to see the approach circle
|
||
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt, true))
|
||
circle.ApproachCircle.Hide();
|
||
}
|
||
|
||
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
fadeTarget.FadeOut(fadeOut.duration);
|
||
break;
|
||
|
||
case DrawableSlider slider:
|
||
using (slider.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
slider.Body.FadeOut(fadeOut.duration, Easing.Out);
|
||
|
||
break;
|
||
|
||
case DrawableSliderTick sliderTick:
|
||
using (sliderTick.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
sliderTick.FadeOut(fadeOut.duration);
|
||
|
||
break;
|
||
|
||
case DrawableSpinner spinner:
|
||
// hide elements we don't care about.
|
||
// todo: hide background
|
||
|
||
using (spinner.BeginAbsoluteSequence(fadeOut.startTime, true))
|
||
spinner.FadeOut(fadeOut.duration);
|
||
|
||
break;
|
||
}
|
||
}
|
||
|
||
private (double startTime, double duration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
|
||
{
|
||
switch (drawableObject)
|
||
{
|
||
case DrawableSliderTail tail:
|
||
// Use the same fade sequence as the slider head.
|
||
Debug.Assert(tail.Slider != null);
|
||
return getParameters(tail.Slider.HeadCircle);
|
||
|
||
case DrawableSliderRepeat repeat:
|
||
// Use the same fade sequence as the slider head.
|
||
Debug.Assert(repeat.Slider != null);
|
||
return getParameters(repeat.Slider.HeadCircle);
|
||
|
||
default:
|
||
return getParameters(drawableObject.HitObject);
|
||
}
|
||
|
||
static (double startTime, double duration) getParameters(OsuHitObject hitObject)
|
||
{
|
||
var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
|
||
var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
|
||
|
||
// new duration from completed fade in to end (before fading out)
|
||
var longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
|
||
|
||
switch (hitObject)
|
||
{
|
||
case Slider _:
|
||
return (fadeOutStartTime, longFadeDuration);
|
||
|
||
case SliderTick _:
|
||
var tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
|
||
return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
|
||
|
||
case Spinner _:
|
||
return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
|
||
|
||
default:
|
||
return (fadeOutStartTime, fadeOutDuration);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|