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Implement ModWithVisibilityAdjustment
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@ -17,9 +17,11 @@ namespace osu.Game.Rulesets.Catch.Mods
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private const double fade_out_offset_multiplier = 0.6;
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private const double fade_out_duration_multiplier = 0.44;
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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if (!(drawable is DrawableCatchHitObject catchDrawable))
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base.ApplyNormalVisibilityState(hitObject, state);
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if (!(hitObject is DrawableCatchHitObject catchDrawable))
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return;
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if (catchDrawable.NestedHitObjects.Any())
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@ -23,7 +23,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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private const double fade_in_duration_multiplier = 0.4;
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private const double fade_out_duration_multiplier = 0.3;
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protected override bool IsFirstHideableObject(DrawableHitObject hitObject) => !(hitObject is DrawableSpinner);
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protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner);
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public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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@ -42,9 +42,17 @@ namespace osu.Game.Rulesets.Osu.Mods
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private double lastSliderHeadFadeOutStartTime;
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private double lastSliderHeadFadeOutDuration;
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protected override void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, true);
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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applyState(hitObject, true);
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}
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protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state) => applyState(drawable, false);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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applyState(hitObject, false);
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}
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private void applyState(DrawableHitObject drawable, bool increaseVisibility)
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{
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@ -1,19 +1,16 @@
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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 osu.Game.Configuration;
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using System;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModHidden : Mod, IReadFromConfig, IApplicableToDrawableHitObjects, IApplicableToScoreProcessor
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public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
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{
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public override string Name => "Hidden";
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public override string Acronym => "HD";
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@ -21,37 +18,14 @@ namespace osu.Game.Rulesets.Mods
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => true;
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protected 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" hideable 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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[Obsolete("Use IsFirstAdjustableObject() instead.")]
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ReadFromConfig(OsuConfigManager config)
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{
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IncreaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
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}
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public virtual void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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if (IncreaseFirstObjectVisibility.Value)
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{
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drawables = drawables.SkipWhile(h => !IsFirstHideableObject(h));
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var firstObject = drawables.FirstOrDefault();
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if (firstObject != null)
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firstObject.ApplyCustomUpdateState += ApplyFirstObjectIncreaseVisibilityState;
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drawables = drawables.Skip(1);
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}
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foreach (var dho in drawables)
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dho.ApplyCustomUpdateState += ApplyHiddenState;
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
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@ -73,11 +47,28 @@ namespace osu.Game.Rulesets.Mods
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}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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#pragma warning disable 618
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ApplyFirstObjectIncreaseVisibilityState(hitObject, state);
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#pragma warning restore 618
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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#pragma warning disable 618
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ApplyHiddenState(hitObject, state);
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#pragma warning restore 618
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}
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/// <summary>
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/// 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.
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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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[Obsolete("Use ApplyIncreasedVisibilityState() instead.")]
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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@ -87,6 +78,7 @@ namespace osu.Game.Rulesets.Mods
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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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[Obsolete("Use ApplyNormalVisibilityState() instead.")]
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
Normal file
114
osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs
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@ -0,0 +1,114 @@
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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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