osu/osu.Game/Rulesets/Mods/ModHidden.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.Game.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
{
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public abstract class ModHidden : ModWithVisibilityAdjustment, IApplicableToScoreProcessor
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{
public override string Name => "Hidden";
public override string Acronym => "HD";
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public override IconUsage? Icon => OsuIcon.ModHidden;
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public override ModType Type => ModType.DifficultyIncrease;
public override bool Ranked => true;
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/// <summary>
/// Check whether the provided hitobject should be considered the "first" hideable object.
/// Can be used to skip spinners, for instance.
/// </summary>
/// <param name="hitObject">The hitobject to check.</param>
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[Obsolete("Use IsFirstAdjustableObject() instead.")] // Can be removed 20210506
protected virtual bool IsFirstHideableObject(DrawableHitObject hitObject) => true;
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
{
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// Default value of ScoreProcessor's Rank in Hidden Mod should be SS+
scoreProcessor.Rank.Value = ScoreRank.XH;
}
public ScoreRank AdjustRank(ScoreRank rank, double accuracy)
{
switch (rank)
{
case ScoreRank.X:
return ScoreRank.XH;
case ScoreRank.S:
return ScoreRank.SH;
default:
return rank;
}
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}
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
#pragma warning disable 618
ApplyFirstObjectIncreaseVisibilityState(hitObject, state);
#pragma warning restore 618
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
#pragma warning disable 618
ApplyHiddenState(hitObject, state);
#pragma warning restore 618
}
/// <summary>
/// Apply a special visibility state to the first object in a beatmap, if the user chooses to turn on the "increase first object visibility" setting.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyIncreasedVisibilityState() instead.")] // Can be removed 20210506
protected virtual void ApplyFirstObjectIncreaseVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
/// <summary>
/// Apply a hidden state to the provided object.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hit object.</param>
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[Obsolete("Use ApplyNormalVisibilityState() instead.")] // Can be removed 20210506
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protected virtual void ApplyHiddenState(DrawableHitObject hitObject, ArmedState state)
{
}
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}
}