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osu-lazer/osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs
Bartłomiej Dach 4d739f11a8 Fix spinner ticks getting increased visibility state
Regressed in #10696. The old `IsFirstHideableObject()` method did not
consider nested hitobjects, while its replacement -
`IsFirstAdjustableObject()` - did. Therefore, spinner ticks could be
considered first adjustable objects, breaking the old logic.

There is no need to match over `SpinnerBonusTick`, as it inherits from
`SpinnerTick`.
2020-12-03 22:51:59 +01:00

167 lines
6.5 KiB
C#
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// 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 System;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModHidden : ModHidden
{
public override string Description => @"Play with no approach circles and fading circles/sliders.";
public override double ScoreMultiplier => 1.06;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTraceable), typeof(OsuModSpinIn) };
private const double fade_in_duration_multiplier = 0.4;
private const double fade_out_duration_multiplier = 0.3;
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
public override void ApplyToBeatmap(IBeatmap beatmap)
{
base.ApplyToBeatmap(beatmap);
foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(obj);
static void applyFadeInAdjustment(OsuHitObject osuObject)
{
osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier;
foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(nested);
}
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
applyState(hitObject, true);
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyNormalVisibilityState(hitObject, state);
applyState(hitObject, false);
}
private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
{
if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
return;
OsuHitObject hitObject = drawableOsuObject.HitObject;
(double startTime, double duration) fadeOut = getFadeOutParameters(drawableOsuObject);
switch (drawableObject)
{
case DrawableSliderTail _:
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
drawableObject.FadeOut(fadeOut.duration);
break;
case DrawableSliderRepeat sliderRepeat:
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
// only apply to circle piece reverse arrow is not affected by hidden.
sliderRepeat.CirclePiece.FadeOut(fadeOut.duration);
break;
case DrawableHitCircle circle:
Drawable fadeTarget = circle;
if (increaseVisibility)
{
// only fade the circle piece (not the approach circle) for the increased visibility object.
fadeTarget = circle.CirclePiece;
}
else
{
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt, true))
circle.ApproachCircle.Hide();
}
using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
fadeTarget.FadeOut(fadeOut.duration);
break;
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(fadeOut.startTime, true))
slider.Body.FadeOut(fadeOut.duration, Easing.Out);
break;
case DrawableSliderTick sliderTick:
using (sliderTick.BeginAbsoluteSequence(fadeOut.startTime, true))
sliderTick.FadeOut(fadeOut.duration);
break;
case DrawableSpinner spinner:
// hide elements we don't care about.
// todo: hide background
using (spinner.BeginAbsoluteSequence(fadeOut.startTime, true))
spinner.FadeOut(fadeOut.duration);
break;
}
}
private (double startTime, double duration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
{
switch (drawableObject)
{
case DrawableSliderTail tail:
// Use the same fade sequence as the slider head.
Debug.Assert(tail.Slider != null);
return getParameters(tail.Slider.HeadCircle);
case DrawableSliderRepeat repeat:
// Use the same fade sequence as the slider head.
Debug.Assert(repeat.Slider != null);
return getParameters(repeat.Slider.HeadCircle);
default:
return getParameters(drawableObject.HitObject);
}
static (double startTime, double duration) getParameters(OsuHitObject hitObject)
{
var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
// new duration from completed fade in to end (before fading out)
var longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
switch (hitObject)
{
case Slider _:
return (fadeOutStartTime, longFadeDuration);
case SliderTick _:
var tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
case Spinner _:
return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
default:
return (fadeOutStartTime, fadeOutDuration);
}
}
}
}
}