// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Framework.Audio; using osu.Framework.Timing; using osu.Game.Beatmaps; using osu.Game.Rulesets.UI; using osu.Game.Rulesets.Objects; using osu.Game.Rulesets.Objects.Types; namespace osu.Game.Rulesets.Mods { public abstract class ModTimeRamp : Mod, IUpdatableByPlayfield, IApplicableToClock, IApplicableToBeatmap { /// /// The point in the beatmap at which the final ramping rate should be reached. /// private const double final_rate_progress = 0.75f; public override Type[] IncompatibleMods => new[] { typeof(ModTimeAdjust) }; protected abstract double FinalRateAdjustment { get; } private double finalRateTime; private double beginRampTime; private IAdjustableClock clock; public virtual void ApplyToClock(IAdjustableClock clock) { this.clock = clock; lastAdjust = 1; // for preview purposes. during gameplay, Update will overwrite this setting. applyAdjustment(1); } public virtual void ApplyToBeatmap(IBeatmap beatmap) { HitObject lastObject = beatmap.HitObjects.LastOrDefault(); beginRampTime = beatmap.HitObjects.FirstOrDefault()?.StartTime ?? 0; finalRateTime = final_rate_progress * ((lastObject as IHasEndTime)?.EndTime ?? lastObject?.StartTime ?? 0); } public virtual void Update(Playfield playfield) { applyAdjustment((clock.CurrentTime - beginRampTime) / finalRateTime); } private double lastAdjust = 1; /// /// Adjust the rate along the specified ramp /// /// The amount of adjustment to apply (from 0..1). private void applyAdjustment(double amount) { double adjust = 1 + (Math.Sign(FinalRateAdjustment) * Math.Clamp(amount, 0, 1) * Math.Abs(FinalRateAdjustment)); switch (clock) { case IHasPitchAdjust pitch: pitch.PitchAdjust /= lastAdjust; pitch.PitchAdjust *= adjust; break; case IHasTempoAdjust tempo: tempo.TempoAdjust /= lastAdjust; tempo.TempoAdjust *= adjust; break; default: clock.Rate /= lastAdjust; clock.Rate *= adjust; break; } lastAdjust = adjust; } } }