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

74 lines
2.8 KiB
C#
Raw Normal View History

2019-07-01 18:20:25 +00:00
// 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.
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
2020-12-04 11:21:53 +00:00
using osu.Game.Rulesets.Osu.Skinning.Default;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModTraceable : ModWithVisibilityAdjustment, IRequiresApproachCircles
{
public override string Name => "Traceable";
public override string Acronym => "TC";
public override ModType Type => ModType.Fun;
public override string Description => "Put your faith in the approach circles...";
public override double ScoreMultiplier => 1;
public override Type[] IncompatibleMods => new[] { typeof(IHidesApproachCircles) };
2020-11-05 07:03:10 +00:00
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
}
2020-11-05 07:03:10 +00:00
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTraceableState(hitObject, state);
2020-11-05 06:52:06 +00:00
private void applyTraceableState(DrawableHitObject drawable, ArmedState state)
{
2020-10-25 22:55:22 +00:00
if (!(drawable is DrawableOsuHitObject))
return;
2020-07-30 04:06:53 +00:00
//todo: expose and hide spinner background somehow
switch (drawable)
{
case DrawableHitCircle circle:
// we only want to see the approach circle
applyCirclePieceState(circle, circle.CirclePiece);
break;
case DrawableSliderTail sliderTail:
applyCirclePieceState(sliderTail);
break;
case DrawableSliderRepeat sliderRepeat:
// show only the repeat arrow
applyCirclePieceState(sliderRepeat, sliderRepeat.CirclePiece);
break;
case DrawableSlider slider:
slider.Body.OnSkinChanged += () => applySliderState(slider);
applySliderState(slider);
break;
}
}
private void applyCirclePieceState(DrawableOsuHitObject hitObject, IDrawable hitCircle = null)
{
var h = hitObject.HitObject;
using (hitObject.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
(hitCircle ?? hitObject).Hide();
}
private void applySliderState(DrawableSlider slider)
{
((PlaySliderBody)slider.Body.Drawable).AccentColour = slider.AccentColour.Value.Opacity(0);
((PlaySliderBody)slider.Body.Drawable).BorderColour = slider.AccentColour.Value;
}
}
}