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https://github.com/ppy/osu.git
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194 lines
7.6 KiB
C#
194 lines
7.6 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.Diagnostics;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Bindables;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Beatmaps;
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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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using osu.Game.Rulesets.Osu.Skinning;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModHidden : ModHidden, IHidesApproachCircles
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{
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[SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")]
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public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool();
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public override LocalisableString Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => UsesDefaultConfiguration ? 1.06 : 1;
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public override Type[] IncompatibleMods => new[] { typeof(IRequiresApproachCircles), typeof(OsuModSpinIn) };
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public const double FADE_IN_DURATION_MULTIPLIER = 0.4;
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public const double FADE_OUT_DURATION_MULTIPLIER = 0.3;
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
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public override void ApplyToBeatmap(IBeatmap beatmap)
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{
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base.ApplyToBeatmap(beatmap);
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
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applyFadeInAdjustment(obj);
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static void applyFadeInAdjustment(OsuHitObject osuObject)
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{
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osuObject.TimeFadeIn = osuObject.TimePreempt * FADE_IN_DURATION_MULTIPLIER;
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foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
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applyFadeInAdjustment(nested);
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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applyHiddenState(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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applyHiddenState(hitObject, false);
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}
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private void applyHiddenState(DrawableHitObject drawableObject, bool increaseVisibility)
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{
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if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
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return;
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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// process approach circle hiding first (to allow for early return below).
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if (!increaseVisibility)
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{
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if (drawableObject is DrawableHitCircle circle)
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{
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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else if (drawableObject is DrawableSpinner spinner)
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{
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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}
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}
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if (OnlyFadeApproachCircles.Value)
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return;
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switch (drawableObject)
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{
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case DrawableSliderTail:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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drawableObject.FadeOut(fadeDuration);
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break;
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case DrawableSliderRepeat sliderRepeat:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(fadeDuration);
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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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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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fadeTarget.FadeOut(fadeDuration);
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break;
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeStartTime))
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slider.Body.FadeOut(fadeDuration, Easing.Out);
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break;
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case DrawableSliderTick sliderTick:
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using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
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sliderTick.FadeOut(fadeDuration);
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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(fadeStartTime))
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spinner.FadeOut(fadeDuration);
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break;
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}
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}
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private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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{
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switch (drawableObject)
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{
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case DrawableSliderTail tail:
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// Use the same fade sequence as the slider head.
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Debug.Assert(tail.Slider != null);
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return getParameters(tail.Slider.HeadCircle);
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case DrawableSliderRepeat repeat:
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// Use the same fade sequence as the slider head.
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Debug.Assert(repeat.Slider != null);
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return getParameters(repeat.Slider.HeadCircle);
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default:
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return getParameters(drawableObject.HitObject);
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}
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static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
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{
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double fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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double fadeOutDuration = hitObject.TimePreempt * FADE_OUT_DURATION_MULTIPLIER;
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// new duration from completed fade in to end (before fading out)
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double longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
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switch (hitObject)
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{
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case Slider:
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return (fadeOutStartTime, longFadeDuration);
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case SliderTick:
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double tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
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return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
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case Spinner:
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return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
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default:
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return (fadeOutStartTime, fadeOutDuration);
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}
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}
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}
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private static void hideSpinnerApproachCircle(DrawableSpinner spinner)
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{
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var approachCircle = (spinner.Body.Drawable as IHasApproachCircle)?.ApproachCircle;
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if (approachCircle == null)
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return;
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using (spinner.BeginAbsoluteSequence(spinner.HitObject.StartTime - spinner.HitObject.TimePreempt))
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approachCircle.Hide();
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}
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}
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}
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