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

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Collections.Generic;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Configuration;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModDeflate : Mod, IReadFromConfig, IApplicableToDrawableHitObjects
{
public override string Name => "Deflate";
public override string Acronym => "DF";
public override IconUsage Icon => FontAwesome.Solid.CompressArrowsAlt;
public override ModType Type => ModType.Fun;
public override string Description => "Become one with the approach circle...";
public override double ScoreMultiplier => 1;
private Bindable<bool> increaseFirstObjectVisibility = new Bindable<bool>();
public void ReadFromConfig(OsuConfigManager config)
{
increaseFirstObjectVisibility = config.GetBindable<bool>(OsuSetting.IncreaseFirstObjectVisibility);
}
public void ApplyToDrawableHitObjects(IEnumerable<DrawableHitObject> drawables)
{
foreach (var drawable in drawables.Skip(increaseFirstObjectVisibility.Value ? 1 : 0))
{
switch (drawable)
{
case DrawableSpinner _:
continue;
default:
drawable.ApplyCustomUpdateState += ApplyCustomState;
break;
}
}
}
protected virtual void ApplyCustomState(DrawableHitObject drawable, ArmedState state)
{
var h = (OsuHitObject)drawable.HitObject;
// apply grow effect
switch (drawable)
{
case DrawableSliderHead _:
case DrawableSliderTail _:
// special cases we should *not* be scaling.
break;
case DrawableSlider _:
case DrawableHitCircle _:
{
using (drawable.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
drawable.ScaleTo(2f).Then().ScaleTo(1f, h.TimePreempt); // sole difference to grow mod
break;
}
}
// remove approach circles
switch (drawable)
{
case DrawableHitCircle circle:
// we don't want to see the approach circle
using (circle.BeginAbsoluteSequence(h.StartTime - h.TimePreempt, true))
circle.ApproachCircle.Hide();
break;
}
}
}
}