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Implement ModWithVisibilityAdjustment
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114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
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114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.Collections.Generic;
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using osu.Framework.Bindables;
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using osu.Game.Beatmaps;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObjects
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{
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/// <summary>
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/// The first adjustable object.
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/// </summary>
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protected HitObject FirstObject { get; private set; }
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/// <summary>
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/// Whether the visibility of <see cref="FirstObject"/> should be increased.
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/// </summary>
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protected readonly Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
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/// <summary>
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/// Check whether the provided hitobject should be considered the "first" adjustable object.
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/// Can be used to skip spinners, for instance.
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/// </summary>
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/// <param name="hitObject">The hitobject to check.</param>
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protected virtual bool IsFirstAdjustableObject(HitObject hitObject) => true;
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/// <summary>
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/// Apply a special increased-visibility state to the first adjustable object..
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/// Only applicable if the user chooses to turn on the "increase first object visibility" setting.
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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protected virtual void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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/// <summary>
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/// Apply a normal visibility state adjustment to an object.
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/// </summary>
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/// <param name="hitObject">The hit object to apply the state change to.</param>
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/// <param name="state">The state of the hit object.</param>
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protected virtual void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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public virtual void ReadFromConfig(OsuConfigManager config)
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{
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config.BindWith(OsuSetting.IncreaseFirstObjectVisibility, IncreaseFirstObjectVisibility);
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}
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public virtual void ApplyToBeatmap(IBeatmap beatmap)
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{
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FirstObject = getFirstAdjustableObjectRecursive(beatmap.HitObjects);
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HitObject getFirstAdjustableObjectRecursive(IReadOnlyList<HitObject> hitObjects)
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{
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foreach (var h in hitObjects)
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{
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if (IsFirstAdjustableObject(h))
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return h;
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var nestedResult = getFirstAdjustableObjectRecursive(h.NestedHitObjects);
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if (nestedResult != null)
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return nestedResult;
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}
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return null;
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}
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}
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var dho in drawables)
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{
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dho.ApplyCustomUpdateState += (o, state) =>
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{
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// Increased visibility is applied to the entire first object, including all of its nested hitobjects.
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if (IncreaseFirstObjectVisibility.Value && isObjectEqualToOrNestedIn(o.HitObject, FirstObject))
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ApplyIncreasedVisibilityState(o, state);
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else
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ApplyNormalVisibilityState(o, state);
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};
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}
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}
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/// <summary>
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/// Checks whether a given object is nested within a target.
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/// </summary>
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/// <param name="toCheck">The <see cref="HitObject"/> to check.</param>
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/// <param name="target">The <see cref="HitObject"/> which may be equal to or contain <paramref name="toCheck"/> as a nested object.</param>
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/// <returns>Whether <paramref name="toCheck"/> is equal to or nested within <paramref name="target"/>.</returns>
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private bool isObjectEqualToOrNestedIn(HitObject toCheck, HitObject target)
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{
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if (target == null)
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return false;
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if (toCheck == target)
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return true;
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foreach (var h in target.NestedHitObjects)
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{
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if (isObjectEqualToOrNestedIn(toCheck, h))
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return true;
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}
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return false;
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}
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}
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}
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