osu/osu.Game.Rulesets.Osu/Edit/DrawableOsuEditRuleset.cs

61 lines
2.3 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.
2018-04-13 09:19:50 +00:00
2019-04-08 09:32:05 +00:00
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Graphics;
2018-04-13 09:19:50 +00:00
using osu.Game.Beatmaps;
2019-04-08 09:32:05 +00:00
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
2018-04-13 09:19:50 +00:00
using osu.Game.Rulesets.Osu.UI;
using osu.Game.Rulesets.UI;
2018-11-20 07:51:59 +00:00
using osuTK;
2018-04-13 09:19:50 +00:00
namespace osu.Game.Rulesets.Osu.Edit
{
public class DrawableOsuEditRuleset : DrawableOsuRuleset
2018-04-13 09:19:50 +00:00
{
/// <summary>
/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
/// </summary>
private const double editor_hit_object_fade_out_extension = 500;
public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
2019-04-08 09:32:05 +00:00
: base(ruleset, beatmap, mods)
2018-04-13 09:19:50 +00:00
{
}
public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
=> base.CreateDrawableRepresentation(h)?.With(d => d.ApplyCustomUpdateState += updateState);
private void updateState(DrawableHitObject hitObject, ArmedState state)
{
switch (state)
{
case ArmedState.Miss:
// Get the existing fade out transform
var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
if (existing == null)
return;
hitObject.RemoveTransform(existing);
using (hitObject.BeginAbsoluteSequence(existing.StartTime))
hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
break;
}
}
protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
2019-03-06 03:34:58 +00:00
private class OsuPlayfieldNoCursor : OsuPlayfield
{
protected override GameplayCursorContainer CreateCursor() => null;
2019-03-06 03:34:58 +00:00
}
2018-04-13 09:19:50 +00:00
}
}