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86 lines
3.6 KiB
C#
86 lines
3.6 KiB
C#
// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using System.Collections.Generic;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Mods;
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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.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Types;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModTraceable : Mod, IApplicableToDrawableHitObjects
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{
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public override string Name => "Traceable";
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public override string ShortenedName => "TC";
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public override FontAwesome Icon => FontAwesome.fa_snapchat_ghost;
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public override ModType Type => ModType.Fun;
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public override string Description => "Put your faith in the approach circles...";
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public override double ScoreMultiplier => 1;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var drawable in drawables)
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drawable.ApplyCustomUpdateState += ApplyTraceableState;
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}
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/* Similar to ApplyHiddenState, only different if drawable is DrawableHitCircle.
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* If we'd use ApplyHiddenState instead but only on non-DrawableHitCircle's, then
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* the nested object HeadCircle of DrawableSlider would still use ApplyHiddenState,
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* thus treating the DrawableHitCircle with the hidden mod instead of the traceable mod.
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*/
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protected void ApplyTraceableState(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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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = ((h as IHasEndTime)?.EndTime ?? h.StartTime) - fadeOutStartTime;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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// we only want to see the approach circle
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using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
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circle.HideButApproachCircle();
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// approach circle fades out quickly at StartTime
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using (drawable.BeginAbsoluteSequence(h.StartTime, true))
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circle.ApproachCircle.FadeOut(50);
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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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spinner.Disc.Hide();
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spinner.Ticks.Hide();
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spinner.Background.Hide();
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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spinner.FadeOut(h.TimePreempt);
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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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