mirror of
https://github.com/ppy/osu.git
synced 2024-11-07 02:37:25 +08:00
66 lines
2.6 KiB
C#
66 lines
2.6 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 osu.Framework.Graphics;
|
|
using osu.Game.Beatmaps;
|
|
using osu.Game.Beatmaps.ControlPoints;
|
|
using osu.Game.Rulesets.Mods;
|
|
using osu.Game.Rulesets.Objects;
|
|
using osu.Game.Rulesets.Objects.Drawables;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osu.Game.Rulesets.Taiko.Objects.Drawables;
|
|
|
|
namespace osu.Game.Rulesets.Taiko.Mods
|
|
{
|
|
public class TaikoModHidden : ModHidden
|
|
{
|
|
public override string Description => @"Beats fade out before you hit them!";
|
|
public override double ScoreMultiplier => 1.06;
|
|
|
|
private ControlPointInfo controlPointInfo;
|
|
|
|
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
|
{
|
|
ApplyNormalVisibilityState(hitObject, state);
|
|
}
|
|
|
|
protected double MultiplierAt(double position)
|
|
{
|
|
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
|
|
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
|
|
|
|
return speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
|
|
}
|
|
|
|
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
|
{
|
|
switch (hitObject)
|
|
{
|
|
case DrawableDrumRollTick _:
|
|
case DrawableHit _:
|
|
double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
|
|
double start = hitObject.HitObject.StartTime - preempt * 0.6;
|
|
double duration = preempt * 0.3;
|
|
|
|
using (hitObject.BeginAbsoluteSequence(start))
|
|
{
|
|
hitObject.FadeOut(duration);
|
|
|
|
// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
|
|
// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
|
|
hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
|
|
? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
|
|
: hitObject.HitStateUpdateTime;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
public override void ApplyToBeatmap(IBeatmap beatmap)
|
|
{
|
|
controlPointInfo = beatmap.ControlPointInfo;
|
|
}
|
|
}
|
|
}
|