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Merge pull request #12811 from PercyDan54/hidden-code-cleanup
Remove obsolete methods in `ModHidden` and apply few touches
This commit is contained in:
@ -28,10 +28,12 @@ namespace osu.Game.Rulesets.Catch.Mods
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catchPlayfield.CatcherArea.MovableCatcher.CatchFruitOnPlate = false;
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catchPlayfield.CatcherArea.MovableCatcher.CatchFruitOnPlate = false;
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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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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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if (!(hitObject is DrawableCatchHitObject catchDrawable))
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if (!(hitObject is DrawableCatchHitObject catchDrawable))
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return;
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return;
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@ -54,7 +56,7 @@ namespace osu.Game.Rulesets.Catch.Mods
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var offset = hitObject.TimePreempt * fade_out_offset_multiplier;
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var offset = hitObject.TimePreempt * fade_out_offset_multiplier;
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var duration = offset - hitObject.TimePreempt * fade_out_duration_multiplier;
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var duration = offset - hitObject.TimePreempt * fade_out_duration_multiplier;
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - offset, true))
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using (drawable.BeginAbsoluteSequence(hitObject.StartTime - offset))
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drawable.FadeOut(duration);
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drawable.FadeOut(duration);
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}
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}
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}
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}
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@ -8,6 +8,7 @@ using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.Objects;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mania.UI;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Mania.Mods
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namespace osu.Game.Rulesets.Mania.Mods
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@ -39,5 +40,13 @@ namespace osu.Game.Rulesets.Mania.Mods
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}));
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}));
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}
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}
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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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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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}
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}
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@ -43,13 +43,11 @@ namespace osu.Game.Rulesets.Osu.Mods
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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base.ApplyIncreasedVisibilityState(hitObject, state);
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applyState(hitObject, true);
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applyState(hitObject, true);
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}
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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{
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base.ApplyNormalVisibilityState(hitObject, state);
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applyState(hitObject, false);
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applyState(hitObject, false);
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}
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}
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@ -60,20 +58,20 @@ namespace osu.Game.Rulesets.Osu.Mods
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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OsuHitObject hitObject = drawableOsuObject.HitObject;
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(double startTime, double duration) fadeOut = getFadeOutParameters(drawableOsuObject);
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(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
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switch (drawableObject)
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switch (drawableObject)
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{
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{
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case DrawableSliderTail _:
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case DrawableSliderTail _:
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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drawableObject.FadeOut(fadeOut.duration);
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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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case DrawableSliderRepeat sliderRepeat:
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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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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// only apply to circle piece – reverse arrow is not affected by hidden.
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sliderRepeat.CirclePiece.FadeOut(fadeOut.duration);
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sliderRepeat.CirclePiece.FadeOut(fadeDuration);
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break;
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break;
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@ -88,23 +86,23 @@ namespace osu.Game.Rulesets.Osu.Mods
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else
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else
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{
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{
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// we don't want to see the approach circle
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// we don't want to see the approach circle
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt, true))
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using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
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circle.ApproachCircle.Hide();
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circle.ApproachCircle.Hide();
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}
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}
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using (drawableObject.BeginAbsoluteSequence(fadeOut.startTime, true))
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using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
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fadeTarget.FadeOut(fadeOut.duration);
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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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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeOut.startTime, true))
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using (slider.BeginAbsoluteSequence(fadeStartTime))
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slider.Body.FadeOut(fadeOut.duration, Easing.Out);
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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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case DrawableSliderTick sliderTick:
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using (sliderTick.BeginAbsoluteSequence(fadeOut.startTime, true))
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using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
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sliderTick.FadeOut(fadeOut.duration);
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sliderTick.FadeOut(fadeDuration);
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break;
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break;
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@ -112,14 +110,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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// hide elements we don't care about.
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// hide elements we don't care about.
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// todo: hide background
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// todo: hide background
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using (spinner.BeginAbsoluteSequence(fadeOut.startTime, true))
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using (spinner.BeginAbsoluteSequence(fadeStartTime))
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spinner.FadeOut(fadeOut.duration);
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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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}
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}
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}
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private (double startTime, double duration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
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{
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{
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switch (drawableObject)
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switch (drawableObject)
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{
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{
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@ -137,7 +135,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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return getParameters(drawableObject.HitObject);
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return getParameters(drawableObject.HitObject);
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}
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}
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static (double startTime, double duration) getParameters(OsuHitObject hitObject)
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static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
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{
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{
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var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
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var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
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var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
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@ -2,6 +2,7 @@
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// See the LICENCE file in the repository root for full licence text.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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namespace osu.Game.Rulesets.Taiko.Mods
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namespace osu.Game.Rulesets.Taiko.Mods
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{
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{
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@ -10,5 +11,13 @@ namespace osu.Game.Rulesets.Taiko.Mods
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public override string Description => @"Beats fade out before you hit them!";
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public override string Description => @"Beats fade out before you hit them!";
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public override double ScoreMultiplier => 1.06;
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public override double ScoreMultiplier => 1.06;
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public override bool HasImplementation => false;
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public override bool HasImplementation => false;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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}
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}
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@ -1,9 +1,7 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Game.Graphics;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Framework.Graphics.Sprites;
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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.Rulesets.Scoring;
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using osu.Game.Scoring;
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using osu.Game.Scoring;
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@ -18,14 +16,6 @@ namespace osu.Game.Rulesets.Mods
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public override ModType Type => ModType.DifficultyIncrease;
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => true;
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public override bool Ranked => true;
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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.")] // Can be removed 20210506
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protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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{
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
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@ -46,39 +36,5 @@ namespace osu.Game.Rulesets.Mods
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return rank;
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return rank;
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}
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}
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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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#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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#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.")] // Can be removed 20210506
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protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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/// <summary>
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/// Apply a hidden state to the provided 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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[Obsolete("Use ApplyNormalVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
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{
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}
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}
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}
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}
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}
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