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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModSnapColour.cs

43 lines
1.5 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.
#nullable disable
using osu.Framework.Allocation;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Screens.Edit;
namespace osu.Game.Rulesets.Osu.Mods
{
/// <summary>
/// Mod that colours <see cref="HitObject"/>s based on the musical division they are on
/// </summary>
public class OsuModSnapColour : ModSnapColour, IApplicableToBeatmap, IApplicableToDrawableHitObject
{
[Resolved]
private OsuColour colours { get; set; } = new OsuColour();
[Resolved(canBeNull: true)]
private IBeatmap currentBeatmap { get; set; }
public void ApplyToBeatmap(IBeatmap beatmap)
{
//Store a reference to the current beatmap to look up the beat divisor when notes are drawn
if (this.currentBeatmap != beatmap)
this.currentBeatmap = beatmap;
}
public void ApplyToDrawableHitObject(DrawableHitObject drawable)
{
if (currentBeatmap.IsNull() || drawable.IsNull()) return;
drawable.OnUpdate += _ =>
drawable.AccentColour.Value = BindableBeatDivisor.GetColourFor(currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(drawable.HitObject.StartTime), colours);
}
}
}