Implement ModWithVisibilityAdjustment

This commit is contained in:
smoogipoo
2020-11-05 15:36:44 +09:00
parent a386765a9d
commit 628b8be15d
4 changed files with 150 additions and 34 deletions

View File

@ -1,19 +1,16 @@
// 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.Game.Configuration;
using System;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
namespace osu.Game.Rulesets.Mods
{
public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
{
public override string Name => "Hidden";
public override string Acronym => "HD";
@ -21,37 +18,14 @@ namespace osu.Game.Rulesets.Mods
public override ModType Type => ModType.DifficultyIncrease;
public override bool Ranked => true;
protected Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
/// <summary>
/// Check whether the provided hitobject should be considered the "first" hideable object.
/// Can be used to skip spinners, for instance.
/// </summary>
/// <param name="hitObject">The hitobject to check.</param>
[Obsolete("Use IsFirstAdjustableObject() instead.")]
protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
public void ReadFromConfig(OsuConfigManager config)
{
IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
if (IncreaseFirstObjectVisibility.Value)
{
drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h));
var firstObject = drawables.FirstOrDefault();
if (firstObject != null)
firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
drawables = drawables.Skip(1);
}
foreach (var dho in drawables)
dho.ApplyCustomUpdateState += ApplyHiddenState;
}
public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
@ -73,11 +47,28 @@ namespace osu.Game.Rulesets.Mods
}
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyIncreasedVisibilityState(hitObject, state);
#pragma warning disable 618
ApplyFirstObjectIncreaseVisibilityState(hitObject, state);
#pragma warning restore 618
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
base.ApplyNormalVisibilityState(hitObject, state);
#pragma warning disable 618
ApplyHiddenState(hitObject, state);
#pragma warning restore 618
}
/// <summary>
/// Apply a special visibility state to the first object in a beatmap, if the user chooses to turn on the "increase first object visibility" setting.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
[Obsolete("Use ApplyIncreasedVisibilityState() instead.")]
protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
@ -87,6 +78,7 @@ namespace osu.Game.Rulesets.Mods
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
[Obsolete("Use ApplyNormalVisibilityState() instead.")]
protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}