mirror of
https://github.com/osukey/osukey.git
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Move condition to separate switch statement
No clue if this is how peppy wanted me to do it but it still works
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@ -21,7 +21,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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public class OsuModHidden : ModHidden, IHidesApproachCircles
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{
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[SettingSource("Only fade approach circles", "The main object body will not fade when enabled.")]
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public Bindable<bool> NoHitCircles { get; } = new BindableBool(false);
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public Bindable<bool> OnlyFadeApproachCircles { get; } = new BindableBool(false);
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public override string Description => @"Play with no approach circles and fading circles/sliders.";
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public override double ScoreMultiplier => 1.06;
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@ -67,69 +67,90 @@ namespace osu.Game.Rulesets.Osu.Mods
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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switch (drawableObject)
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if (!OnlyFadeApproachCircles.Value)
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{
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case DrawableSliderTail _:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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if (!NoHitCircles.Value)
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switch (drawableObject)
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{
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case DrawableSliderTail _:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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drawableObject.FadeOut(fadeDuration);
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break;
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break;
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case DrawableSliderRepeat sliderRepeat:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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if (!NoHitCircles.Value)
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case DrawableSliderRepeat sliderRepeat:
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(fadeDuration);
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break;
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break;
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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case DrawableHitCircle circle:
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Drawable fadeTarget = circle;
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if (increaseVisibility)
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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if (!NoHitCircles.Value)
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if (increaseVisibility)
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{
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// only fade the circle piece (not the approach circle) for the increased visibility object.
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fadeTarget = circle.CirclePiece;
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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}
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else
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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if (!NoHitCircles.Value)
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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fadeTarget.FadeOut(fadeDuration);
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break;
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break;
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeStartTime))
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if (!NoHitCircles.Value)
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeStartTime))
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slider.Body.FadeOut(fadeDuration, Easing.Out);
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break;
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break;
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case DrawableSliderTick sliderTick:
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using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
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if (!NoHitCircles.Value)
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case DrawableSliderTick sliderTick:
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using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
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sliderTick.FadeOut(fadeDuration);
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break;
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
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spinner.FadeOut(fadeDuration);
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
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spinner.FadeOut(fadeDuration);
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break;
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break;
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}
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} else
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{
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switch(drawableObject)
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{
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case DrawableHitCircle circle:
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if (!increaseVisibility)
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{
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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}
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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// todo: hide background
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spinner.Body.OnSkinChanged += () => hideSpinnerApproachCircle(spinner);
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hideSpinnerApproachCircle(spinner);
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break;
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default:
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break;
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}
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}
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}
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