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Initial commit
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@ -12,7 +12,6 @@ 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;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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@ -21,13 +20,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public override double ScoreMultiplier => 1.12;
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private const float default_flashlight_size = 180;
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public override bool DefaultComboDependency => true;
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//private const float default_flashlight_size = 180;
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public override float DefaultRadius => 180;
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private const double default_follow_delay = 120;
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private OsuFlashlight flashlight;
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
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public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight(ChangeRadius.Value, InitialRadius.Value, FollowDelay.Value);
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public void ApplyToDrawableHitObject(DrawableHitObject drawable)
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{
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@ -35,13 +37,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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s.Tracking.ValueChanged += flashlight.OnSliderTrackingChange;
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}
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public override void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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base.ApplyToDrawableRuleset(drawableRuleset);
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flashlight.FollowDelay = FollowDelay.Value;
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}
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[SettingSource("Follow delay", "Milliseconds until the flashlight reaches the cursor")]
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public BindableNumber<double> FollowDelay { get; } = new BindableDouble(default_follow_delay)
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{
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@ -54,9 +49,15 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public double FollowDelay { private get; set; }
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public OsuFlashlight()
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//public float InitialRadius { private get; set; }
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public bool ChangeRadius { private get; set; }
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public OsuFlashlight(bool isRadiusBasedOnCombo, float initialRadius, double followDelay)
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: base(isRadiusBasedOnCombo, initialRadius)
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{
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FlashlightSize = new Vector2(0, getSizeFor(0));
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FollowDelay = followDelay;
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FlashlightSize = new Vector2(0, GetRadiusFor(0));
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}
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public void OnSliderTrackingChange(ValueChangedEvent<bool> e)
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@ -78,17 +79,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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private float getSizeFor(int combo)
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{
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if (combo > 200)
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return default_flashlight_size * 0.8f;
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else if (combo > 100)
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return default_flashlight_size * 0.9f;
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else
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return default_flashlight_size;
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if (ChangeRadius)
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{
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if (combo > 200)
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return InitialRadius * 0.8f;
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else if (combo > 100)
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return InitialRadius * 0.9f;
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}
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return InitialRadius;
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}
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protected override void OnComboChange(ValueChangedEvent<int> e)
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{
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this.TransformTo(nameof(FlashlightSize), new Vector2(0, getSizeFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
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this.TransformTo(nameof(FlashlightSize), new Vector2(0, GetRadiusFor(e.NewValue)), FLASHLIGHT_FADE_DURATION);
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}
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protected override string FragmentShader => "CircularFlashlight";
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