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add wind up and wind down mods
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53
osu.Game/Rulesets/Mods/ModWindUp.cs
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53
osu.Game/Rulesets/Mods/ModWindUp.cs
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using System;
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using System.Collections.Generic;
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using osu.Framework.Audio;
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using osu.Framework.Audio.Track;
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using osu.Framework.Configuration;
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using osu.Framework.Timing;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.UI;
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using osu.Game.Rulesets.Objects;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModWindUp : Mod
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{
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public override string Name => "Wind Up";
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public override string Acronym => "WU";
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public override ModType Type => ModType.Fun;
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public override FontAwesome Icon => FontAwesome.fa_chevron_circle_up;
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public override string Description => "Crank it up!";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(ModDoubleTime), typeof(ModHalfTime) };
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public abstract double AppendRate { get; }
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}
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public class ModWindUp<T> : ModWindUp, IUpdatableByPlayfield, IApplicableToClock, IApplicableToRulesetContainer<T>
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where T : HitObject
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{
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private Track Track;
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private IAdjustableClock Clock;
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private IHasPitchAdjust ClockAdjust;
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public override double AppendRate => 0.5;
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public virtual void ApplyToClock(IAdjustableClock clock)
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{
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Clock = clock;
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ClockAdjust = clock as IHasPitchAdjust;
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}
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public virtual void ApplyToRulesetContainer(RulesetContainer<T> ruleset)
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{
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Track = ruleset.WorkingBeatmap.Track;
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}
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public virtual void Update(Playfield playfield)
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{
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double newRate = 1 + (AppendRate * (Track.CurrentTime / Track.Length));
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Clock.Rate = newRate;
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ClockAdjust.PitchAdjust = newRate;
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}
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}
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}
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