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https://github.com/osukey/osukey.git
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Fixed approachCircle preempt
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@ -1,17 +1,20 @@
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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;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Framework.Localisation;
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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.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.UI;
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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 OsuModFreezeFrame : Mod, IApplicableToBeatmap, IApplicableToDrawableRuleset<OsuHitObject>
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public class OsuModFreezeFrame : Mod, IApplicableToDrawableHitObject, IApplicableToBeatmap
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{
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public override string Name => "Freeze Frame";
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@ -21,16 +24,18 @@ namespace osu.Game.Rulesets.Osu.Mods
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public override LocalisableString Description => "Burn the notes into your memory.";
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//Alters the transforms of the approach circles, breaking the effects of these mods.
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public override Type[] IncompatibleMods => new[] { typeof(OsuModApproachDifferent), /*typeof(OsuModHidden)*/ };
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public override ModType Type => ModType.Fun;
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
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}
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//mod breaks normal approach circle preempt
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private double approachCircleTimePreempt;
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public void ApplyToBeatmap(IBeatmap beatmap)
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{
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double lastNewComboTime = 0;
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approachCircleTimePreempt = beatmap.HitObjects.OfType<OsuHitObject>().FirstOrDefault()!.TimePreempt;
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foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
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{
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@ -58,5 +63,28 @@ namespace osu.Game.Rulesets.Osu.Mods
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}
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}
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}
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public void ApplyToDrawableHitObject(DrawableHitObject drawableObject)
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{
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drawableObject.ApplyCustomUpdateState += (drawableHitObject, _) =>
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{
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if (drawableHitObject is not DrawableHitCircle drawableHitCircle) return;
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var hitCircle = drawableHitCircle.HitObject;
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var approachCircle = drawableHitCircle.ApproachCircle;
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approachCircle.ClearTransforms();
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approachCircle.ScaleTo(4);
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approachCircle.FadeTo(0);
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using (drawableHitCircle.ApproachCircle.BeginAbsoluteSequence(hitCircle.StartTime - approachCircleTimePreempt))
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{
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//Redo ApproachCircle animation with correct startTime.
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approachCircle.LifetimeStart = hitCircle.StartTime - approachCircleTimePreempt;
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approachCircle.FadeTo(1, Math.Min(hitCircle.TimeFadeIn * 2, hitCircle.TimePreempt));
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approachCircle.ScaleTo(1, approachCircleTimePreempt).Then().Expire();
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}
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};
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}
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}
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}
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