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Merge remote-tracking branch 'upstream/master' into approach-rate
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77
osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs
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77
osu.Game.Rulesets.Osu/Mods/OsuModHidden.cs
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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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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.Objects.Types;
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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 OsuModHidden : ModHidden, IApplicableToDrawableHitObjects
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{
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public override string Description => @"Play with no approach circles and fading notes for a slight score advantage.";
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public override double ScoreMultiplier => 1.06;
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private const float fade_in_duration_multiplier = 0.4f;
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private const double fade_out_duration_multiplier = 0.3;
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public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
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{
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foreach (var d in drawables.OfType<DrawableOsuHitObject>())
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{
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d.ApplyCustomUpdateState += ApplyHiddenState;
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d.HitObject.TimeFadein = d.HitObject.TimePreempt * fade_in_duration_multiplier;
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}
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}
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protected void ApplyHiddenState(DrawableHitObject drawable, ArmedState state)
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{
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if (!(drawable is DrawableOsuHitObject d))
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return;
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var fadeOutStartTime = d.HitObject.StartTime - d.HitObject.TimePreempt + d.HitObject.TimeFadein;
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var fadeOutDuration = d.HitObject.TimePreempt * fade_out_duration_multiplier;
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// new duration from completed fade in to end (before fading out)
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var longFadeDuration = ((d.HitObject as IHasEndTime)?.EndTime ?? d.HitObject.StartTime) - fadeOutStartTime;
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switch (drawable)
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{
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case DrawableHitCircle circle:
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// we don't want to see the approach circle
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circle.ApproachCircle.Hide();
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// fade out immediately after fade in.
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using (drawable.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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circle.FadeOut(fadeOutDuration);
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}
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break;
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case DrawableSlider slider:
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using (slider.BeginAbsoluteSequence(fadeOutStartTime, true))
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{
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slider.Body.FadeOut(longFadeDuration, Easing.Out);
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}
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break;
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case DrawableSpinner spinner:
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// hide elements we don't care about.
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spinner.Disc.Hide();
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spinner.Ticks.Hide();
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spinner.Background.Hide();
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using (spinner.BeginAbsoluteSequence(fadeOutStartTime + longFadeDuration, true))
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{
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spinner.FadeOut(fadeOutDuration);
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}
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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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