mirror of
https://github.com/osukey/osukey.git
synced 2025-08-04 23:24:04 +09:00
Merge branch 'master' into AddApproachCircleMod
This commit is contained in:
@ -22,13 +22,16 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override ModType Type => ModType.Automation;
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public override string Description => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModSuddenDeath), typeof(ModNoFail), typeof(ModAutoplay) };
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public override Type[] IncompatibleMods => new[] { typeof(OsuModSpunOut), typeof(ModRelax), typeof(ModFailCondition), typeof(ModNoFail), typeof(ModAutoplay) };
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public bool PerformFail() => false;
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public bool AllowFail => false;
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public bool RestartOnFail => false;
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private OsuInputManager inputManager;
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private IFrameStableClock gameplayClock;
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private List<OsuReplayFrame> replayFrames;
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private int currentFrame;
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@ -37,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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if (currentFrame == replayFrames.Count - 1) return;
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double time = playfield.Time.Current;
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double time = gameplayClock.CurrentTime;
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// Very naive implementation of autopilot based on proximity to replay frames.
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// TODO: this needs to be based on user interactions to better match stable (pausing until judgement is registered).
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@ -52,12 +55,14 @@ namespace osu.Game.Rulesets.Osu.Mods
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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gameplayClock = drawableRuleset.FrameStableClock;
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// Grab the input manager to disable the user's cursor, and for future use
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inputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
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inputManager.AllowUserCursorMovement = false;
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// Generate the replay frames the cursor should follow
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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replayFrames = new OsuAutoGenerator(drawableRuleset.Beatmap, drawableRuleset.Mods).Generate().Frames.Cast<OsuReplayFrame>().ToList();
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}
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}
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}
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|
@ -2,24 +2,24 @@
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Replays;
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using osu.Game.Scoring;
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using osu.Game.Users;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModAutoplay : ModAutoplay<OsuHitObject>
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public class OsuModAutoplay : ModAutoplay
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).Append(typeof(OsuModSpunOut)).ToArray();
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public override Score CreateReplayScore(IBeatmap beatmap) => new Score
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public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
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{
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ScoreInfo = new ScoreInfo { User = new User { Username = "Autoplay" } },
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Replay = new OsuAutoGenerator(beatmap).Generate()
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Replay = new OsuAutoGenerator(beatmap, mods).Generate()
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};
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}
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}
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|
30
osu.Game.Rulesets.Osu/Mods/OsuModBarrelRoll.cs
Normal file
30
osu.Game.Rulesets.Osu/Mods/OsuModBarrelRoll.cs
Normal file
@ -0,0 +1,30 @@
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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.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModBarrelRoll : ModBarrelRoll<OsuHitObject>, IApplicableToDrawableHitObjects
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{
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables)
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{
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d.OnUpdate += _ =>
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{
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switch (d)
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{
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case DrawableHitCircle circle:
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circle.CirclePiece.Rotation = -CurrentRotation;
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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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}
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}
|
@ -27,8 +27,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override IconUsage? Icon => FontAwesome.Solid.Adjust;
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public override ModType Type => ModType.DifficultyIncrease;
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public override bool Ranked => false;
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public override double ScoreMultiplier => 1.12;
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private DrawableOsuBlinds blinds;
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@ -64,8 +62,8 @@ namespace osu.Game.Rulesets.Osu.Mods
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/// </summary>
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private const float target_clamp = 1;
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private readonly float targetBreakMultiplier = 0;
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private readonly float easing = 1;
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private readonly float targetBreakMultiplier;
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private readonly float easing;
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private readonly CompositeDrawable restrictTo;
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@ -86,6 +84,9 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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this.restrictTo = restrictTo;
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this.beatmap = beatmap;
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targetBreakMultiplier = 0;
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easing = 1;
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}
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[BackgroundDependencyLoader]
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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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using System;
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using System.Collections.Generic;
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using System.Linq;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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@ -16,10 +17,10 @@ namespace osu.Game.Rulesets.Osu.Mods
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).Append(typeof(OsuModSpunOut)).ToArray();
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public override Score CreateReplayScore(IBeatmap beatmap) => new Score
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public override Score CreateReplayScore(IBeatmap beatmap, IReadOnlyList<Mod> mods) => new Score
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{
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ScoreInfo = new ScoreInfo { User = new User { Username = "Autoplay" } },
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Replay = new OsuAutoGenerator(beatmap).Generate()
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Replay = new OsuAutoGenerator(beatmap, mods).Generate()
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};
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}
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}
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|
78
osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
Normal file
78
osu.Game.Rulesets.Osu/Mods/OsuModClassic.cs
Normal file
@ -0,0 +1,78 @@
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// 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 System.Collections.Generic;
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||||
using System.Linq;
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using osu.Framework.Bindables;
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||||
using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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||||
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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||||
using osu.Game.Rulesets.UI;
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||||
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObjects, IApplicableToDrawableRuleset<OsuHitObject>
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{
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")]
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public Bindable<bool> NoSliderHeadMovement { get; } = new BindableBool(true);
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||||
[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
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public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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[SettingSource("Use fixed slider follow circle hit area", "Makes the slider follow circle track its final size at all times.")]
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public Bindable<bool> FixedFollowCircleHitArea { get; } = new BindableBool(true);
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[SettingSource("Always play a slider's tail sample", "Always plays a slider's tail sample regardless of whether it was hit or not.")]
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public Bindable<bool> AlwaysPlayTailSample { get; } = new BindableBool(true);
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public void ApplyToHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Slider slider:
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slider.OnlyJudgeNestedObjects = !NoSliderHeadAccuracy.Value;
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foreach (var head in slider.NestedHitObjects.OfType<SliderHeadCircle>())
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head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value;
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break;
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}
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}
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||||
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||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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var osuRuleset = (DrawableOsuRuleset)drawableRuleset;
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||||
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||||
if (ClassicNoteLock.Value)
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||||
osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
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||||
}
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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||||
foreach (var obj in drawables)
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{
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switch (obj)
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{
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case DrawableSlider slider:
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slider.Ball.InputTracksVisualSize = !FixedFollowCircleHitArea.Value;
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break;
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||||
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||||
case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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break;
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||||
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||||
case DrawableSliderTail tail:
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tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
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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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}
|
@ -1,7 +1,9 @@
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||||
// 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.Framework.Bindables;
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||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Configuration;
|
||||
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||||
namespace osu.Game.Rulesets.Osu.Mods
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||||
{
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@ -15,6 +17,14 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
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||||
public override string Description => "Hit them at the right size!";
|
||||
|
||||
protected override float StartScale => 2f;
|
||||
[SettingSource("Starting Size", "The initial size multiplier applied to all objects.")]
|
||||
public override BindableNumber<float> StartScale { get; } = new BindableFloat
|
||||
{
|
||||
MinValue = 1f,
|
||||
MaxValue = 25f,
|
||||
Default = 2f,
|
||||
Value = 2f,
|
||||
Precision = 0.1f,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -1,6 +1,7 @@
|
||||
// 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 System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Configuration;
|
||||
@ -11,25 +12,49 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
public class OsuModDifficultyAdjust : ModDifficultyAdjust
|
||||
{
|
||||
[SettingSource("Circle Size", "Override a beatmap's set CS.", FIRST_SETTING_ORDER - 1)]
|
||||
public BindableNumber<float> CircleSize { get; } = new BindableFloat
|
||||
public BindableNumber<float> CircleSize { get; } = new BindableFloatWithLimitExtension
|
||||
{
|
||||
Precision = 0.1f,
|
||||
MinValue = 1,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
Default = 5,
|
||||
Value = 5,
|
||||
};
|
||||
|
||||
[SettingSource("Approach Rate", "Override a beatmap's set AR.", LAST_SETTING_ORDER + 1)]
|
||||
public BindableNumber<float> ApproachRate { get; } = new BindableFloat
|
||||
public BindableNumber<float> ApproachRate { get; } = new BindableFloatWithLimitExtension
|
||||
{
|
||||
Precision = 0.1f,
|
||||
MinValue = 1,
|
||||
MinValue = 0,
|
||||
MaxValue = 10,
|
||||
Default = 5,
|
||||
Value = 5,
|
||||
};
|
||||
|
||||
protected override void ApplyLimits(bool extended)
|
||||
{
|
||||
base.ApplyLimits(extended);
|
||||
|
||||
CircleSize.MaxValue = extended ? 11 : 10;
|
||||
ApproachRate.MaxValue = extended ? 11 : 10;
|
||||
}
|
||||
|
||||
public override string SettingDescription
|
||||
{
|
||||
get
|
||||
{
|
||||
string circleSize = CircleSize.IsDefault ? string.Empty : $"CS {CircleSize.Value:N1}";
|
||||
string approachRate = ApproachRate.IsDefault ? string.Empty : $"AR {ApproachRate.Value:N1}";
|
||||
|
||||
return string.Join(", ", new[]
|
||||
{
|
||||
circleSize,
|
||||
base.SettingDescription,
|
||||
approachRate
|
||||
}.Where(s => !string.IsNullOrEmpty(s)));
|
||||
}
|
||||
}
|
||||
|
||||
protected override void TransferSettings(BeatmapDifficulty difficulty)
|
||||
{
|
||||
base.TransferSettings(difficulty);
|
||||
@ -42,8 +67,8 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
base.ApplySettings(difficulty);
|
||||
|
||||
difficulty.CircleSize = CircleSize.Value;
|
||||
difficulty.ApproachRate = ApproachRate.Value;
|
||||
ApplySetting(CircleSize, cs => difficulty.CircleSize = cs);
|
||||
ApplySetting(ApproachRate, ar => difficulty.ApproachRate = ar);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5,7 +5,7 @@ using osu.Game.Rulesets.Mods;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModEasy : ModEasy
|
||||
public class OsuModEasy : ModEasyWithExtraLives
|
||||
{
|
||||
public override string Description => @"Larger circles, more forgiving HP drain, less accuracy required, and three lives!";
|
||||
}
|
||||
|
@ -9,10 +9,12 @@ using osu.Framework.Graphics;
|
||||
using osu.Framework.Input;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
@ -23,6 +25,8 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
private const float default_flashlight_size = 180;
|
||||
|
||||
private const double default_follow_delay = 120;
|
||||
|
||||
private OsuFlashlight flashlight;
|
||||
|
||||
public override Flashlight CreateFlashlight() => flashlight = new OsuFlashlight();
|
||||
@ -35,8 +39,25 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
}
|
||||
}
|
||||
|
||||
public override void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||
{
|
||||
base.ApplyToDrawableRuleset(drawableRuleset);
|
||||
|
||||
flashlight.FollowDelay = FollowDelay.Value;
|
||||
}
|
||||
|
||||
[SettingSource("Follow delay", "Milliseconds until the flashlight reaches the cursor")]
|
||||
public BindableNumber<double> FollowDelay { get; } = new BindableDouble(default_follow_delay)
|
||||
{
|
||||
MinValue = default_follow_delay,
|
||||
MaxValue = default_follow_delay * 10,
|
||||
Precision = default_follow_delay,
|
||||
};
|
||||
|
||||
private class OsuFlashlight : Flashlight, IRequireHighFrequencyMousePosition
|
||||
{
|
||||
public double FollowDelay { private get; set; }
|
||||
|
||||
public OsuFlashlight()
|
||||
{
|
||||
FlashlightSize = new Vector2(0, getSizeFor(0));
|
||||
@ -50,13 +71,11 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
protected override bool OnMouseMove(MouseMoveEvent e)
|
||||
{
|
||||
const double follow_delay = 120;
|
||||
|
||||
var position = FlashlightPosition;
|
||||
var destination = e.MousePosition;
|
||||
|
||||
FlashlightPosition = Interpolation.ValueAt(
|
||||
Math.Clamp(Clock.ElapsedFrameTime, 0, follow_delay), position, destination, 0, follow_delay, Easing.Out);
|
||||
Math.Min(Math.Abs(Clock.ElapsedFrameTime), FollowDelay), position, destination, 0, FollowDelay, Easing.Out);
|
||||
|
||||
return base.OnMouseMove(e);
|
||||
}
|
||||
|
@ -1,7 +1,9 @@
|
||||
// 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.Framework.Bindables;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Configuration;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
@ -15,6 +17,14 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
public override string Description => "Hit them at the right size!";
|
||||
|
||||
protected override float StartScale => 0.5f;
|
||||
[SettingSource("Starting Size", "The initial size multiplier applied to all objects.")]
|
||||
public override BindableNumber<float> StartScale { get; } = new BindableFloat
|
||||
{
|
||||
MinValue = 0f,
|
||||
MaxValue = 0.99f,
|
||||
Default = 0.5f,
|
||||
Value = 0.5f,
|
||||
Precision = 0.01f,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
@ -14,7 +14,6 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
public class OsuModHardRock : ModHardRock, IApplicableToHitObject
|
||||
{
|
||||
public override double ScoreMultiplier => 1.06;
|
||||
public override bool Ranked => true;
|
||||
|
||||
public void ApplyToHitObject(HitObject hitObject)
|
||||
{
|
||||
@ -26,10 +25,13 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
return;
|
||||
|
||||
slider.NestedHitObjects.OfType<SliderTick>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
|
||||
slider.NestedHitObjects.OfType<RepeatPoint>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
|
||||
slider.NestedHitObjects.OfType<SliderRepeat>().ForEach(h => h.Position = new Vector2(h.Position.X, OsuPlayfield.BASE_SIZE.Y - h.Position.Y));
|
||||
|
||||
foreach (var point in slider.Path.ControlPoints)
|
||||
var controlPoints = slider.Path.ControlPoints.Select(p => new PathControlPoint(p.Position.Value, p.Type.Value)).ToArray();
|
||||
foreach (var point in controlPoints)
|
||||
point.Position.Value = new Vector2(point.Position.Value.X, -point.Position.Value.Y);
|
||||
|
||||
slider.Path = new SliderPath(controlPoints, slider.Path.ExpectedDistance.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,9 +2,10 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
@ -23,72 +24,141 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
private const double fade_in_duration_multiplier = 0.4;
|
||||
private const double fade_out_duration_multiplier = 0.3;
|
||||
|
||||
public override void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
protected override bool IsFirstAdjustableObject(HitObject hitObject) => !(hitObject is Spinner || hitObject is SpinnerTick);
|
||||
|
||||
public override void ApplyToBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
static void adjustFadeIn(OsuHitObject h) => h.TimeFadeIn = h.TimePreempt * fade_in_duration_multiplier;
|
||||
base.ApplyToBeatmap(beatmap);
|
||||
|
||||
foreach (var d in drawables.OfType<DrawableOsuHitObject>())
|
||||
foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
|
||||
applyFadeInAdjustment(obj);
|
||||
|
||||
static void applyFadeInAdjustment(OsuHitObject osuObject)
|
||||
{
|
||||
adjustFadeIn(d.HitObject);
|
||||
foreach (var h in d.HitObject.NestedHitObjects.OfType<OsuHitObject>())
|
||||
adjustFadeIn(h);
|
||||
osuObject.TimeFadeIn = osuObject.TimePreempt * fade_in_duration_multiplier;
|
||||
foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
|
||||
applyFadeInAdjustment(nested);
|
||||
}
|
||||
|
||||
base.ApplyToDrawableHitObjects(drawables);
|
||||
}
|
||||
|
||||
protected override void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
if (!(drawable is DrawableOsuHitObject d))
|
||||
applyState(hitObject, true);
|
||||
}
|
||||
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
applyState(hitObject, false);
|
||||
}
|
||||
|
||||
private void applyState(DrawableHitObject drawableObject, bool increaseVisibility)
|
||||
{
|
||||
if (!(drawableObject is DrawableOsuHitObject drawableOsuObject))
|
||||
return;
|
||||
|
||||
var h = d.HitObject;
|
||||
OsuHitObject hitObject = drawableOsuObject.HitObject;
|
||||
|
||||
var fadeOutStartTime = h.StartTime - h.TimePreempt + h.TimeFadeIn;
|
||||
var fadeOutDuration = h.TimePreempt * fade_out_duration_multiplier;
|
||||
(double fadeStartTime, double fadeDuration) = getFadeOutParameters(drawableOsuObject);
|
||||
|
||||
// new duration from completed fade in to end (before fading out)
|
||||
var longFadeDuration = h.GetEndTime() - fadeOutStartTime;
|
||||
|
||||
switch (drawable)
|
||||
switch (drawableObject)
|
||||
{
|
||||
case DrawableHitCircle circle:
|
||||
// we don't want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
|
||||
circle.ApproachCircle.Hide();
|
||||
|
||||
// fade out immediately after fade in.
|
||||
using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||||
circle.FadeOut(fadeOutDuration);
|
||||
case DrawableSliderTail _:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
drawableObject.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
|
||||
case DrawableSliderRepeat sliderRepeat:
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
// only apply to circle piece – reverse arrow is not affected by hidden.
|
||||
sliderRepeat.CirclePiece.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
|
||||
case DrawableHitCircle circle:
|
||||
Drawable fadeTarget = circle;
|
||||
|
||||
if (increaseVisibility)
|
||||
{
|
||||
// only fade the circle piece (not the approach circle) for the increased visibility object.
|
||||
fadeTarget = circle.CirclePiece;
|
||||
}
|
||||
else
|
||||
{
|
||||
// we don't want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimePreempt))
|
||||
circle.ApproachCircle.Hide();
|
||||
}
|
||||
|
||||
using (drawableObject.BeginAbsoluteSequence(fadeStartTime))
|
||||
fadeTarget.FadeOut(fadeDuration);
|
||||
break;
|
||||
|
||||
case DrawableSlider slider:
|
||||
using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
|
||||
slider.Body.FadeOut(longFadeDuration, Easing.Out);
|
||||
using (slider.BeginAbsoluteSequence(fadeStartTime))
|
||||
slider.Body.FadeOut(fadeDuration, Easing.Out);
|
||||
|
||||
break;
|
||||
|
||||
case DrawableSliderTick sliderTick:
|
||||
// slider ticks fade out over up to one second
|
||||
var tickFadeOutDuration = Math.Min(sliderTick.HitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
|
||||
|
||||
using (sliderTick.BeginAbsoluteSequence(sliderTick.HitObject.StartTime - tickFadeOutDuration, true))
|
||||
sliderTick.FadeOut(tickFadeOutDuration);
|
||||
using (sliderTick.BeginAbsoluteSequence(fadeStartTime))
|
||||
sliderTick.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
|
||||
case DrawableSpinner spinner:
|
||||
// hide elements we don't care about.
|
||||
spinner.Disc.Hide();
|
||||
spinner.Ticks.Hide();
|
||||
spinner.Background.Hide();
|
||||
// todo: hide background
|
||||
|
||||
using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
|
||||
spinner.FadeOut(fadeOutDuration);
|
||||
using (spinner.BeginAbsoluteSequence(fadeStartTime))
|
||||
spinner.FadeOut(fadeDuration);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private (double fadeStartTime, double fadeDuration) getFadeOutParameters(DrawableOsuHitObject drawableObject)
|
||||
{
|
||||
switch (drawableObject)
|
||||
{
|
||||
case DrawableSliderTail tail:
|
||||
// Use the same fade sequence as the slider head.
|
||||
Debug.Assert(tail.Slider != null);
|
||||
return getParameters(tail.Slider.HeadCircle);
|
||||
|
||||
case DrawableSliderRepeat repeat:
|
||||
// Use the same fade sequence as the slider head.
|
||||
Debug.Assert(repeat.Slider != null);
|
||||
return getParameters(repeat.Slider.HeadCircle);
|
||||
|
||||
default:
|
||||
return getParameters(drawableObject.HitObject);
|
||||
}
|
||||
|
||||
static (double fadeStartTime, double fadeDuration) getParameters(OsuHitObject hitObject)
|
||||
{
|
||||
var fadeOutStartTime = hitObject.StartTime - hitObject.TimePreempt + hitObject.TimeFadeIn;
|
||||
var fadeOutDuration = hitObject.TimePreempt * fade_out_duration_multiplier;
|
||||
|
||||
// new duration from completed fade in to end (before fading out)
|
||||
var longFadeDuration = hitObject.GetEndTime() - fadeOutStartTime;
|
||||
|
||||
switch (hitObject)
|
||||
{
|
||||
case Slider _:
|
||||
return (fadeOutStartTime, longFadeDuration);
|
||||
|
||||
case SliderTick _:
|
||||
var tickFadeOutDuration = Math.Min(hitObject.TimePreempt - DrawableSliderTick.ANIM_DURATION, 1000);
|
||||
return (hitObject.StartTime - tickFadeOutDuration, tickFadeOutDuration);
|
||||
|
||||
case Spinner _:
|
||||
return (fadeOutStartTime + longFadeDuration, fadeOutDuration);
|
||||
|
||||
default:
|
||||
return (fadeOutStartTime, fadeOutDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -2,11 +2,8 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@ -17,43 +14,29 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
/// <summary>
|
||||
/// Adjusts the size of hit objects during their fade in animation.
|
||||
/// </summary>
|
||||
public abstract class OsuModObjectScaleTween : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
|
||||
public abstract class OsuModObjectScaleTween : ModWithVisibilityAdjustment
|
||||
{
|
||||
public override ModType Type => ModType.Fun;
|
||||
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
protected virtual float StartScale => 1;
|
||||
public abstract BindableNumber<float> StartScale { get; }
|
||||
|
||||
protected virtual float EndScale => 1;
|
||||
|
||||
private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
|
||||
|
||||
public override Type[] IncompatibleMods => new[] { typeof(OsuModSpinIn), typeof(OsuModTraceable) };
|
||||
|
||||
public void ReadFromConfig(OsuConfigManager config)
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
|
||||
}
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
|
||||
{
|
||||
switch (drawable)
|
||||
{
|
||||
case DrawableSpinner _:
|
||||
continue;
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyCustomState(hitObject, state);
|
||||
|
||||
default:
|
||||
drawable.ApplyCustomUpdateState += ApplyCustomState;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state)
|
||||
private void applyCustomState(DrawableHitObject drawable, ArmedState state)
|
||||
{
|
||||
if (drawable is DrawableSpinner)
|
||||
return;
|
||||
|
||||
var h = (OsuHitObject)drawable.HitObject;
|
||||
|
||||
// apply grow effect
|
||||
@ -68,7 +51,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
case DrawableHitCircle _:
|
||||
{
|
||||
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
|
||||
drawable.ScaleTo(StartScale).Then().ScaleTo(EndScale, h.TimePreempt, Easing.OutSine);
|
||||
drawable.ScaleTo(StartScale.Value).Then().ScaleTo(EndScale, h.TimePreempt, Easing.OutSine);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
273
osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs
Normal file
273
osu.Game.Rulesets.Osu/Mods/OsuModRandom.cs
Normal file
@ -0,0 +1,273 @@
|
||||
// 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 System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Beatmaps;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects;
|
||||
using osu.Game.Rulesets.Osu.Beatmaps;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.UI;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
/// <summary>
|
||||
/// Mod that randomises the positions of the <see cref="HitObject"/>s
|
||||
/// </summary>
|
||||
public class OsuModRandom : ModRandom, IApplicableToBeatmap
|
||||
{
|
||||
public override string Description => "It never gets boring!";
|
||||
|
||||
// The relative distance to the edge of the playfield before objects' positions should start to "turn around" and curve towards the middle.
|
||||
// The closer the hit objects draw to the border, the sharper the turn
|
||||
private const float playfield_edge_ratio = 0.375f;
|
||||
|
||||
private static readonly float border_distance_x = OsuPlayfield.BASE_SIZE.X * playfield_edge_ratio;
|
||||
private static readonly float border_distance_y = OsuPlayfield.BASE_SIZE.Y * playfield_edge_ratio;
|
||||
|
||||
private static readonly Vector2 playfield_middle = OsuPlayfield.BASE_SIZE / 2;
|
||||
|
||||
private static readonly float playfield_diagonal = OsuPlayfield.BASE_SIZE.LengthFast;
|
||||
|
||||
private Random rng;
|
||||
|
||||
public void ApplyToBeatmap(IBeatmap beatmap)
|
||||
{
|
||||
if (!(beatmap is OsuBeatmap osuBeatmap))
|
||||
return;
|
||||
|
||||
var hitObjects = osuBeatmap.HitObjects;
|
||||
|
||||
Seed.Value ??= RNG.Next();
|
||||
|
||||
rng = new Random((int)Seed.Value);
|
||||
|
||||
RandomObjectInfo previous = null;
|
||||
|
||||
float rateOfChangeMultiplier = 0;
|
||||
|
||||
for (int i = 0; i < hitObjects.Count; i++)
|
||||
{
|
||||
var hitObject = hitObjects[i];
|
||||
|
||||
var current = new RandomObjectInfo(hitObject);
|
||||
|
||||
// rateOfChangeMultiplier only changes every i iterations to prevent shaky-line-shaped streams
|
||||
if (i % 3 == 0)
|
||||
rateOfChangeMultiplier = (float)rng.NextDouble() * 2 - 1;
|
||||
|
||||
if (hitObject is Spinner)
|
||||
{
|
||||
previous = null;
|
||||
continue;
|
||||
}
|
||||
|
||||
applyRandomisation(rateOfChangeMultiplier, previous, current);
|
||||
|
||||
hitObject.Position = current.PositionRandomised;
|
||||
|
||||
// update end position as it may have changed as a result of the position update.
|
||||
current.EndPositionRandomised = current.PositionRandomised;
|
||||
|
||||
if (hitObject is Slider slider)
|
||||
moveSliderIntoPlayfield(slider, current);
|
||||
|
||||
previous = current;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the final position of the hit object
|
||||
/// </summary>
|
||||
/// <returns>Final position of the hit object</returns>
|
||||
private void applyRandomisation(float rateOfChangeMultiplier, RandomObjectInfo previous, RandomObjectInfo current)
|
||||
{
|
||||
if (previous == null)
|
||||
{
|
||||
var playfieldSize = OsuPlayfield.BASE_SIZE;
|
||||
|
||||
current.AngleRad = (float)(rng.NextDouble() * 2 * Math.PI - Math.PI);
|
||||
current.PositionRandomised = new Vector2((float)rng.NextDouble() * playfieldSize.X, (float)rng.NextDouble() * playfieldSize.Y);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
float distanceToPrev = Vector2.Distance(previous.EndPositionOriginal, current.PositionOriginal);
|
||||
|
||||
// The max. angle (relative to the angle of the vector pointing from the 2nd last to the last hit object)
|
||||
// is proportional to the distance between the last and the current hit object
|
||||
// to allow jumps and prevent too sharp turns during streams.
|
||||
var randomAngleRad = rateOfChangeMultiplier * 2 * Math.PI * distanceToPrev / playfield_diagonal;
|
||||
|
||||
current.AngleRad = (float)randomAngleRad + previous.AngleRad;
|
||||
if (current.AngleRad < 0)
|
||||
current.AngleRad += 2 * (float)Math.PI;
|
||||
|
||||
var posRelativeToPrev = new Vector2(
|
||||
distanceToPrev * (float)Math.Cos(current.AngleRad),
|
||||
distanceToPrev * (float)Math.Sin(current.AngleRad)
|
||||
);
|
||||
|
||||
posRelativeToPrev = getRotatedVector(previous.EndPositionRandomised, posRelativeToPrev);
|
||||
|
||||
current.AngleRad = (float)Math.Atan2(posRelativeToPrev.Y, posRelativeToPrev.X);
|
||||
|
||||
var position = previous.EndPositionRandomised + posRelativeToPrev;
|
||||
|
||||
// Move hit objects back into the playfield if they are outside of it,
|
||||
// which would sometimes happen during big jumps otherwise.
|
||||
position.X = MathHelper.Clamp(position.X, 0, OsuPlayfield.BASE_SIZE.X);
|
||||
position.Y = MathHelper.Clamp(position.Y, 0, OsuPlayfield.BASE_SIZE.Y);
|
||||
|
||||
current.PositionRandomised = position;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the <see cref="Slider"/> and all necessary nested <see cref="OsuHitObject"/>s into the <see cref="OsuPlayfield"/> if they aren't already.
|
||||
/// </summary>
|
||||
private void moveSliderIntoPlayfield(Slider slider, RandomObjectInfo currentObjectInfo)
|
||||
{
|
||||
var minMargin = getMinSliderMargin(slider);
|
||||
|
||||
slider.Position = new Vector2(
|
||||
Math.Clamp(slider.Position.X, minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right),
|
||||
Math.Clamp(slider.Position.Y, minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom)
|
||||
);
|
||||
|
||||
currentObjectInfo.PositionRandomised = slider.Position;
|
||||
currentObjectInfo.EndPositionRandomised = slider.EndPosition;
|
||||
|
||||
shiftNestedObjects(slider, currentObjectInfo.PositionRandomised - currentObjectInfo.PositionOriginal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculates the min. distances from the <see cref="Slider"/>'s position to the playfield border for the slider to be fully inside of the playfield.
|
||||
/// </summary>
|
||||
private MarginPadding getMinSliderMargin(Slider slider)
|
||||
{
|
||||
var pathPositions = new List<Vector2>();
|
||||
slider.Path.GetPathToProgress(pathPositions, 0, 1);
|
||||
|
||||
var minMargin = new MarginPadding();
|
||||
|
||||
foreach (var pos in pathPositions)
|
||||
{
|
||||
minMargin.Left = Math.Max(minMargin.Left, -pos.X);
|
||||
minMargin.Right = Math.Max(minMargin.Right, pos.X);
|
||||
minMargin.Top = Math.Max(minMargin.Top, -pos.Y);
|
||||
minMargin.Bottom = Math.Max(minMargin.Bottom, pos.Y);
|
||||
}
|
||||
|
||||
minMargin.Left = Math.Min(minMargin.Left, OsuPlayfield.BASE_SIZE.X - minMargin.Right);
|
||||
minMargin.Top = Math.Min(minMargin.Top, OsuPlayfield.BASE_SIZE.Y - minMargin.Bottom);
|
||||
|
||||
return minMargin;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Shifts all nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s by the specified shift.
|
||||
/// </summary>
|
||||
/// <param name="slider"><see cref="Slider"/> whose nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted</param>
|
||||
/// <param name="shift">The <see cref="Vector2"/> the <see cref="Slider"/>'s nested <see cref="SliderTick"/>s and <see cref="SliderRepeat"/>s should be shifted by</param>
|
||||
private void shiftNestedObjects(Slider slider, Vector2 shift)
|
||||
{
|
||||
foreach (var hitObject in slider.NestedHitObjects.Where(o => o is SliderTick || o is SliderRepeat))
|
||||
{
|
||||
if (!(hitObject is OsuHitObject osuHitObject))
|
||||
continue;
|
||||
|
||||
osuHitObject.Position += shift;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines the position of the current hit object relative to the previous one.
|
||||
/// </summary>
|
||||
/// <returns>The position of the current hit object relative to the previous one</returns>
|
||||
private Vector2 getRotatedVector(Vector2 prevPosChanged, Vector2 posRelativeToPrev)
|
||||
{
|
||||
var relativeRotationDistance = 0f;
|
||||
|
||||
if (prevPosChanged.X < playfield_middle.X)
|
||||
{
|
||||
relativeRotationDistance = Math.Max(
|
||||
(border_distance_x - prevPosChanged.X) / border_distance_x,
|
||||
relativeRotationDistance
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
relativeRotationDistance = Math.Max(
|
||||
(prevPosChanged.X - (OsuPlayfield.BASE_SIZE.X - border_distance_x)) / border_distance_x,
|
||||
relativeRotationDistance
|
||||
);
|
||||
}
|
||||
|
||||
if (prevPosChanged.Y < playfield_middle.Y)
|
||||
{
|
||||
relativeRotationDistance = Math.Max(
|
||||
(border_distance_y - prevPosChanged.Y) / border_distance_y,
|
||||
relativeRotationDistance
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
relativeRotationDistance = Math.Max(
|
||||
(prevPosChanged.Y - (OsuPlayfield.BASE_SIZE.Y - border_distance_y)) / border_distance_y,
|
||||
relativeRotationDistance
|
||||
);
|
||||
}
|
||||
|
||||
return rotateVectorTowardsVector(posRelativeToPrev, playfield_middle - prevPosChanged, relativeRotationDistance / 2);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates vector "initial" towards vector "destinantion"
|
||||
/// </summary>
|
||||
/// <param name="initial">Vector to rotate to "destination"</param>
|
||||
/// <param name="destination">Vector "initial" should be rotated to</param>
|
||||
/// <param name="relativeDistance">The angle the vector should be rotated relative to the difference between the angles of the the two vectors.</param>
|
||||
/// <returns>Resulting vector</returns>
|
||||
private Vector2 rotateVectorTowardsVector(Vector2 initial, Vector2 destination, float relativeDistance)
|
||||
{
|
||||
var initialAngleRad = Math.Atan2(initial.Y, initial.X);
|
||||
var destAngleRad = Math.Atan2(destination.Y, destination.X);
|
||||
|
||||
var diff = destAngleRad - initialAngleRad;
|
||||
|
||||
while (diff < -Math.PI) diff += 2 * Math.PI;
|
||||
|
||||
while (diff > Math.PI) diff -= 2 * Math.PI;
|
||||
|
||||
var finalAngleRad = initialAngleRad + relativeDistance * diff;
|
||||
|
||||
return new Vector2(
|
||||
initial.Length * (float)Math.Cos(finalAngleRad),
|
||||
initial.Length * (float)Math.Sin(finalAngleRad)
|
||||
);
|
||||
}
|
||||
|
||||
private class RandomObjectInfo
|
||||
{
|
||||
public float AngleRad { get; set; }
|
||||
|
||||
public Vector2 PositionOriginal { get; }
|
||||
public Vector2 PositionRandomised { get; set; }
|
||||
|
||||
public Vector2 EndPositionOriginal { get; }
|
||||
public Vector2 EndPositionRandomised { get; set; }
|
||||
|
||||
public RandomObjectInfo(OsuHitObject hitObject)
|
||||
{
|
||||
PositionRandomised = PositionOriginal = hitObject.Position;
|
||||
EndPositionRandomised = EndPositionOriginal = hitObject.EndPosition;
|
||||
AngleRad = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -11,11 +11,12 @@ using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Replays;
|
||||
using osu.Game.Rulesets.UI;
|
||||
using osu.Game.Screens.Play;
|
||||
using static osu.Game.Input.Handlers.ReplayInputHandler;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>
|
||||
public class OsuModRelax : ModRelax, IUpdatableByPlayfield, IApplicableToDrawableRuleset<OsuHitObject>, IApplicableToPlayer
|
||||
{
|
||||
public override string Description => @"You don't need to click. Give your clicking/tapping fingers a break from the heat of things.";
|
||||
public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModAutopilot)).ToArray();
|
||||
@ -33,15 +34,30 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
private ReplayState<OsuAction> state;
|
||||
private double lastStateChangeTime;
|
||||
|
||||
private bool hasReplay;
|
||||
|
||||
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
|
||||
{
|
||||
// grab the input manager for future use.
|
||||
osuInputManager = (OsuInputManager)drawableRuleset.KeyBindingInputManager;
|
||||
}
|
||||
|
||||
public void ApplyToPlayer(Player player)
|
||||
{
|
||||
if (osuInputManager.ReplayInputHandler != null)
|
||||
{
|
||||
hasReplay = true;
|
||||
return;
|
||||
}
|
||||
|
||||
osuInputManager.AllowUserPresses = false;
|
||||
}
|
||||
|
||||
public void Update(Playfield playfield)
|
||||
{
|
||||
if (hasReplay)
|
||||
return;
|
||||
|
||||
bool requiresHold = false;
|
||||
bool requiresHit = false;
|
||||
|
||||
@ -54,7 +70,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
break;
|
||||
|
||||
// already hit or beyond the hittable end time.
|
||||
if (h.IsHit || (h.HitObject is IHasEndTime hasEnd && time > hasEnd.EndTime))
|
||||
if (h.IsHit || (h.HitObject is IHasDuration hasEnd && time > hasEnd.EndTime))
|
||||
continue;
|
||||
|
||||
switch (h)
|
||||
@ -90,7 +106,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
void handleHitCircle(DrawableHitCircle circle)
|
||||
{
|
||||
if (!circle.IsHovered)
|
||||
if (!circle.HitArea.IsHovered)
|
||||
return;
|
||||
|
||||
Debug.Assert(circle.HitObject.HitWindows != null);
|
||||
|
@ -2,12 +2,8 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects;
|
||||
@ -16,7 +12,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModSpinIn : Mod, IApplicableToDrawableHitObjects, IReadFromConfig
|
||||
public class OsuModSpinIn : ModWithVisibilityAdjustment
|
||||
{
|
||||
public override string Name => "Spin In";
|
||||
public override string Acronym => "SI";
|
||||
@ -31,31 +27,17 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
private const int rotate_offset = 360;
|
||||
private const float rotate_starting_width = 2;
|
||||
|
||||
private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
|
||||
|
||||
public void ReadFromConfig(OsuConfigManager config)
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
|
||||
}
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
|
||||
{
|
||||
switch (drawable)
|
||||
{
|
||||
case DrawableSpinner _:
|
||||
continue;
|
||||
|
||||
default:
|
||||
drawable.ApplyCustomUpdateState += applyZoomState;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyZoomState(hitObject, state);
|
||||
|
||||
private void applyZoomState(DrawableHitObject drawable, ArmedState state)
|
||||
{
|
||||
if (drawable is DrawableSpinner)
|
||||
return;
|
||||
|
||||
var h = (OsuHitObject)drawable.HitObject;
|
||||
|
||||
switch (drawable)
|
||||
|
@ -2,21 +2,54 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Framework.Utils;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public class OsuModSpunOut : Mod
|
||||
public class OsuModSpunOut : Mod, IApplicableToDrawableHitObjects
|
||||
{
|
||||
public override string Name => "Spun Out";
|
||||
public override string Acronym => "SO";
|
||||
public override IconUsage? Icon => OsuIcon.ModSpunout;
|
||||
public override ModType Type => ModType.DifficultyReduction;
|
||||
public override ModType Type => ModType.Automation;
|
||||
public override string Description => @"Spinners will be automatically completed.";
|
||||
public override double ScoreMultiplier => 0.9;
|
||||
public override bool Ranked => true;
|
||||
public override Type[] IncompatibleMods => new[] { typeof(ModAutoplay), typeof(OsuModAutopilot) };
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var hitObject in drawables)
|
||||
{
|
||||
if (hitObject is DrawableSpinner spinner)
|
||||
{
|
||||
spinner.HandleUserInput = false;
|
||||
spinner.OnUpdate += onSpinnerUpdate;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void onSpinnerUpdate(Drawable drawable)
|
||||
{
|
||||
var spinner = (DrawableSpinner)drawable;
|
||||
|
||||
spinner.RotationTracker.Tracking = true;
|
||||
|
||||
// early-return if we were paused to avoid division-by-zero in the subsequent calculations.
|
||||
if (Precision.AlmostEquals(spinner.Clock.Rate, 0))
|
||||
return;
|
||||
|
||||
// because the spinner is under the gameplay clock, it is affected by rate adjustments on the track;
|
||||
// for that reason using ElapsedFrameTime directly leads to fewer SPM with Half Time and more SPM with Double Time.
|
||||
// for spinners we want the real (wall clock) elapsed time; to achieve that, unapply the clock rate locally here.
|
||||
var rateIndependentElapsedTime = spinner.Clock.ElapsedFrameTime / spinner.Clock.Rate;
|
||||
spinner.RotationTracker.AddRotation(MathUtils.RadiansToDegrees((float)rateIndependentElapsedTime * 0.03f));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -9,10 +9,9 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
public override string Name => "Touch Device";
|
||||
public override string Acronym => "TD";
|
||||
public override string Description => "Automatically applied to plays on devices with a touchscreen.";
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override ModType Type => ModType.System;
|
||||
|
||||
public override bool Ranked => true;
|
||||
}
|
||||
}
|
||||
|
@ -2,19 +2,16 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Linq;
|
||||
using osu.Framework.Bindables;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Extensions.Color4Extensions;
|
||||
using osu.Game.Configuration;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
|
||||
using osu.Game.Rulesets.Osu.Skinning.Default;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
internal class OsuModTraceable : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
|
||||
public class OsuModTraceable : ModWithVisibilityAdjustment
|
||||
{
|
||||
public override string Name => "Traceable";
|
||||
public override string Acronym => "TC";
|
||||
@ -23,47 +20,50 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
public override double ScoreMultiplier => 1;
|
||||
|
||||
public override Type[] IncompatibleMods => new[] { typeof(OsuModHidden), typeof(OsuModSpinIn), typeof(OsuModObjectScaleTween) };
|
||||
private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
|
||||
|
||||
public void ReadFromConfig(OsuConfigManager config)
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
|
||||
{
|
||||
increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
|
||||
}
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
|
||||
drawable.ApplyCustomUpdateState += ApplyTraceableState;
|
||||
}
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTraceableState(hitObject, state);
|
||||
|
||||
protected void ApplyTraceableState(DrawableHitObject drawable, ArmedState state)
|
||||
private void applyTraceableState(DrawableHitObject drawable, ArmedState state)
|
||||
{
|
||||
if (!(drawable is DrawableOsuHitObject drawableOsu))
|
||||
if (!(drawable is DrawableOsuHitObject))
|
||||
return;
|
||||
|
||||
var h = drawableOsu.HitObject;
|
||||
//todo: expose and hide spinner background somehow
|
||||
|
||||
switch (drawable)
|
||||
{
|
||||
case DrawableHitCircle circle:
|
||||
// we only want to see the approach circle
|
||||
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
|
||||
circle.CirclePiece.Hide();
|
||||
applyCirclePieceState(circle, circle.CirclePiece);
|
||||
break;
|
||||
|
||||
case DrawableSliderTail sliderTail:
|
||||
applyCirclePieceState(sliderTail);
|
||||
break;
|
||||
|
||||
case DrawableSliderRepeat sliderRepeat:
|
||||
// show only the repeat arrow
|
||||
applyCirclePieceState(sliderRepeat, sliderRepeat.CirclePiece);
|
||||
break;
|
||||
|
||||
case DrawableSlider slider:
|
||||
slider.Body.OnSkinChanged += () => applySliderState(slider);
|
||||
applySliderState(slider);
|
||||
break;
|
||||
|
||||
case DrawableSpinner spinner:
|
||||
spinner.Disc.Hide();
|
||||
spinner.Background.Hide();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void applyCirclePieceState(DrawableOsuHitObject hitObject, IDrawable hitCircle = null)
|
||||
{
|
||||
var h = hitObject.HitObject;
|
||||
using (hitObject.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
|
||||
(hitCircle ?? hitObject).Hide();
|
||||
}
|
||||
|
||||
private void applySliderState(DrawableSlider slider)
|
||||
{
|
||||
((PlaySliderBody)slider.Body.Drawable).AccentColour = slider.AccentColour.Value.Opacity(0);
|
||||
|
@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@ -13,7 +12,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
internal class OsuModTransform : Mod, IApplicableToDrawableHitObjects
|
||||
internal class OsuModTransform : ModWithVisibilityAdjustment
|
||||
{
|
||||
public override string Name => "Transform";
|
||||
public override string Acronym => "TR";
|
||||
@ -25,11 +24,9 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
|
||||
private float theta;
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var drawable in drawables)
|
||||
drawable.ApplyCustomUpdateState += applyTransform;
|
||||
}
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
|
||||
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
|
||||
|
||||
private void applyTransform(DrawableHitObject drawable, ArmedState state)
|
||||
{
|
||||
@ -38,7 +35,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
case DrawableSliderHead _:
|
||||
case DrawableSliderTail _:
|
||||
case DrawableSliderTick _:
|
||||
case DrawableRepeatPoint _:
|
||||
case DrawableSliderRepeat _:
|
||||
return;
|
||||
|
||||
default:
|
||||
@ -49,7 +46,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
Vector2 originalPosition = drawable.Position;
|
||||
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
|
||||
|
||||
//the - 1 and + 1 prevents the hit objects to appear in the wrong position.
|
||||
// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
|
||||
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
|
||||
double moveDuration = hitObject.TimePreempt + 1;
|
||||
|
||||
|
@ -2,7 +2,6 @@
|
||||
// See the LICENCE file in the repository root for full licence text.
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Sprites;
|
||||
using osu.Game.Rulesets.Mods;
|
||||
@ -13,7 +12,7 @@ using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Mods
|
||||
{
|
||||
internal class OsuModWiggle : Mod, IApplicableToDrawableHitObjects
|
||||
internal class OsuModWiggle : ModWithVisibilityAdjustment
|
||||
{
|
||||
public override string Name => "Wiggle";
|
||||
public override string Acronym => "WG";
|
||||
@ -26,20 +25,18 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
private const int wiggle_duration = 90; // (ms) Higher = fewer wiggles
|
||||
private const int wiggle_strength = 10; // Higher = stronger wiggles
|
||||
|
||||
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
|
||||
{
|
||||
foreach (var drawable in drawables)
|
||||
drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState;
|
||||
}
|
||||
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
|
||||
|
||||
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => drawableOnApplyCustomUpdateState(hitObject, state);
|
||||
|
||||
private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state)
|
||||
{
|
||||
var osuObject = (OsuHitObject)drawable.HitObject;
|
||||
Vector2 origin = drawable.Position;
|
||||
|
||||
// Wiggle the repeat points with the slider instead of independently.
|
||||
// Wiggle the repeat points and the tail with the slider instead of independently.
|
||||
// Also fixes an issue with repeat points being positioned incorrectly.
|
||||
if (osuObject is RepeatPoint)
|
||||
if (osuObject is SliderRepeat || osuObject is SliderTailCircle)
|
||||
return;
|
||||
|
||||
Random objRand = new Random((int)osuObject.StartTime);
|
||||
@ -61,7 +58,7 @@ namespace osu.Game.Rulesets.Osu.Mods
|
||||
}
|
||||
|
||||
// Keep wiggling sliders and spinners for their duration
|
||||
if (!(osuObject is IHasEndTime endTime))
|
||||
if (!(osuObject is IHasDuration endTime))
|
||||
return;
|
||||
|
||||
amountWiggles = (int)(endTime.Duration / wiggle_duration);
|
||||
|
Reference in New Issue
Block a user