osu/osu.Game.Rulesets.Osu/Mods/OsuModTransform.cs

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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.
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using System;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
{
internal class OsuModTransform : ModWithVisibilityAdjustment
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{
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public override string Name => "Transform";
public override string Acronym => "TR";
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public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt;
public override ModType Type => ModType.Fun;
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public override string Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle) };
private float theta;
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)
{
switch (drawable)
{
case DrawableSliderHead _:
case DrawableSliderTail _:
case DrawableSliderTick _:
case DrawableSliderRepeat _:
return;
default:
var hitObject = (OsuHitObject)drawable.HitObject;
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float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
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Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
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// 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;
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using (drawable.BeginAbsoluteSequence(appearTime))
{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
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theta += (float)hitObject.TimeFadeIn / 1000;
break;
}
}
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}
}