osukey/osu.Game.Rulesets.Osu/Mods/OsuModFreezeFrame.cs
2022-09-08 15:17:22 +02:00

76 lines
2.5 KiB
C#

using System;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Beatmaps;
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.UI;
using osu.Game.Rulesets.UI;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModFreezeFrame : ModWithVisibilityAdjustment, IHidesApproachCircles, IApplicableToDrawableRuleset<OsuHitObject>
{
public override string Name => "Freeze frame";
public override string Acronym => "FF";
public override double ScoreMultiplier => 1;
public override LocalisableString Description => "Burn the notes into your memory";
public override ModType Type => ModType.Fun;
public override IconUsage? Icon => FontAwesome.Solid.Camera;
public override Type[] IncompatibleMods => new[] { typeof(OsuModTarget), typeof(OsuModStrictTracking) };
[SettingSource("Beat divisor")]
public BindableFloat BeatDivisor { get; } = new BindableFloat(1)
{
MinValue = .25f,
MaxValue = 5,
Precision = .25f
};
public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
{
(drawableRuleset.Playfield as OsuPlayfield)?.FollowPoints.Hide();
}
public override void ApplyToBeatmap(IBeatmap beatmap)
{
base.ApplyToBeatmap(beatmap);
foreach (var obj in beatmap.HitObjects.OfType<OsuHitObject>())
{
var point = beatmap.ControlPointInfo.TimingPointAt(obj.StartTime);
double val = obj.TimePreempt + obj.StartTime % (point.BeatLength * BeatDivisor.Value);
applyFadeInAdjustment(obj);
void applyFadeInAdjustment(OsuHitObject osuObject)
{
osuObject.TimePreempt = val;
foreach (var nested in osuObject.NestedHitObjects.OfType<OsuHitObject>())
applyFadeInAdjustment(nested);
}
}
}
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyFrozenState(hitObject, state);
private void applyFrozenState(DrawableHitObject drawableObject, ArmedState state)
{
}
}
}