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161 lines
6.6 KiB
C#
161 lines
6.6 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 System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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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.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModHidden : ModHidden
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{
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public override string Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => 1.06;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner);
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables)
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d.HitObjectApplied += applyFadeInAdjustment;
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base.ApplyToDrawableHitObjects(drawables);
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}
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private void applyFadeInAdjustment(DrawableHitObject hitObject)
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{
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if (!(hitObject is DrawableOsuHitObject d))
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return;
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d.HitObject.TimeFadeIn = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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foreach (var nested in d.NestedHitObjects)
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applyFadeInAdjustment(nested);
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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applyState(hitObject, true);
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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applyState(hitObject, false);
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}
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private void applyState(DrawableHitObject drawable, bool increaseVisibility)
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{
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if (!(drawable is DrawableOsuHitObject d))
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return;
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var h = d.HitObject;
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var fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;
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var fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = h.GetEndTime() - fadeOutStartTime;
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switch (drawable)
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{
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case DrawableSliderTail sliderTail:
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// use stored values from head circle to achieve same fade sequence.
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var tailFadeOutParameters = getFadeOutParametersFromSliderHead(h);
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using (drawable.BeginAbsoluteSequence(tailFadeOutParameters.startTime, true))
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sliderTail.FadeOut(tailFadeOutParameters.duration);
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break;
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case DrawableSliderRepeat sliderRepeat:
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// use stored values from head circle to achieve same fade sequence.
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var repeatFadeOutParameters = getFadeOutParametersFromSliderHead(h);
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using (drawable.BeginAbsoluteSequence(repeatFadeOutParameters.startTime, true))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(repeatFadeOutParameters.duration);
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break;
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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if (increaseVisibility)
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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circle.ApproachCircle.Hide();
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}
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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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fadeTarget.FadeOut(fadeOutDuration);
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break;
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case DrawableSlider slider:
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associateNestedSliderCirclesWithHead(slider.HitObject);
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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break;
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case DrawableSliderTick sliderTick:
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// slider ticks fade out over up to one second
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var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
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using (sliderTick.BeginAbsoluteSequence(sliderTick.HitObject.StartTime - tickFadeOutDuration, true))
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sliderTick.FadeOut(tickFadeOutDuration);
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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spinner.FadeOut(fadeOutDuration);
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break;
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}
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}
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private readonly Dictionary<HitObject, SliderHeadCircle> correspondingSliderHeadForObject = new Dictionary<HitObject, SliderHeadCircle>();
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private void associateNestedSliderCirclesWithHead(Slider slider)
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{
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var sliderHead = slider.NestedHitObjects.Single(obj => obj is SliderHeadCircle);
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foreach (var nested in slider.NestedHitObjects)
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{
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if ((nested is SliderRepeat || nested is SliderEndCircle) && !correspondingSliderHeadForObject.ContainsKey(nested))
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correspondingSliderHeadForObject[nested] = (SliderHeadCircle)sliderHead;
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}
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}
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private (double startTime, double duration) getFadeOutParametersFromSliderHead(OsuHitObject h)
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{
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var sliderHead = correspondingSliderHeadForObject[h];
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return (sliderHead.StartTime - sliderHead.TimePreempt + sliderHead.TimeFadeIn, sliderHead.TimePreempt * fade_out_duration_multiplier);
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}
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}
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}
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