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

75 lines
2.8 KiB
C#
Raw Normal View History

// 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.
2018-09-19 03:15:36 +00:00
2018-09-20 23:06:37 +00:00
using System;
2018-09-19 03:15:36 +00:00
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
2018-09-19 03:15:36 +00:00
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
2018-09-19 03:15:36 +00:00
namespace osu.Game.Rulesets.Osu.Mods
{
2020-11-05 06:52:06 +00:00
public class OsuModSpinIn : ModWithVisibilityAdjustment
2018-09-19 03:15:36 +00:00
{
2018-09-20 23:06:37 +00:00
public override string Name => "Spin In";
public override string Acronym => "SI";
2020-01-14 13:22:00 +00:00
public override IconUsage? Icon => FontAwesome.Solid.Undo;
2018-09-19 03:15:36 +00:00
public override ModType Type => ModType.Fun;
public override string Description => "Circles spin in. No approach circles.";
2018-09-19 03:15:36 +00:00
public override double ScoreMultiplier => 1;
// todo: this mod should be able to be compatible with hidden with a bit of further implementation.
public override Type[] IncompatibleMods => new[] { typeof(OsuModObjectScaleTween), typeof(OsuModHidden), typeof(OsuModTraceable) };
2018-09-20 23:06:37 +00:00
private const int rotate_offset = 360;
private const float rotate_starting_width = 2;
2018-09-20 23:06:37 +00:00
2020-11-05 06:52:06 +00:00
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
2020-11-05 06:52:06 +00:00
base.ApplyNormalVisibilityState(hitObject, state);
applyZoomState(hitObject, state);
2018-09-19 03:15:36 +00:00
}
private void applyZoomState(DrawableHitObject drawable, ArmedState state)
2018-09-19 03:15:36 +00:00
{
2020-11-05 06:52:06 +00:00
if (drawable is DrawableSpinner)
return;
2018-09-19 03:15:36 +00:00
var h = (OsuHitObject)drawable.HitObject;
2018-09-20 03:56:25 +00:00
switch (drawable)
2018-09-19 03:15:36 +00:00
{
2018-09-20 03:56:25 +00:00
case DrawableHitCircle circle:
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
2018-09-20 03:56:25 +00:00
{
circle.ApproachCircle.Hide();
2018-09-19 03:15:36 +00:00
circle.RotateTo(rotate_offset).Then().RotateTo(0, h.TimePreempt, Easing.InOutSine);
circle.ScaleTo(new Vector2(rotate_starting_width, 0)).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
2018-09-20 03:56:25 +00:00
// bypass fade in.
if (state == ArmedState.Idle)
circle.FadeIn();
}
2018-09-20 03:56:25 +00:00
break;
2018-09-19 03:15:36 +00:00
2018-09-20 03:56:25 +00:00
case DrawableSlider slider:
using (slider.BeginAbsoluteSequence(h.StartTime - h.TimePreempt))
2018-09-20 03:56:25 +00:00
{
slider.ScaleTo(0).Then().ScaleTo(1, h.TimePreempt, Easing.InOutSine);
2018-09-20 03:56:25 +00:00
// bypass fade in.
if (state == ArmedState.Idle)
slider.FadeIn();
2018-09-20 03:56:25 +00:00
}
break;
}
2018-09-19 03:15:36 +00:00
}
}
}