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023feaf438
Turns out this is a better way forward.
95 lines
3.6 KiB
C#
95 lines
3.6 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 IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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static void adjustFadeIn(OsuHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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{
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adjustFadeIn(d.HitObject);
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foreach (var h in d.HitObject.NestedHitObjects.OfType<OsuHitObject>())
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adjustFadeIn(h);
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}
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base.ApplyToDrawableHitObjects(drawables);
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}
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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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 DrawableHitCircle circle:
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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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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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circle.FadeOut(fadeOutDuration);
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break;
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case DrawableSlider slider:
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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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}
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}
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