using System; using System.Collections.Generic; using osu.Framework.Extensions.IEnumerableExtensions; using osu.Framework.Graphics; using osu.Game.Graphics; using osu.Game.Rulesets.Mods; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using OpenTK; namespace osu.Game.Rulesets.Osu.Mods { internal class OsuModArrange : Mod, IApplicableToDrawableHitObjects { public override string Name => "Arrange"; public override string ShortenedName => "Arrange"; public override FontAwesome Icon => FontAwesome.fa_arrows; public override ModType Type => ModType.Fun; public override string Description => "Everything rotates. EVERYTHING"; public override double ScoreMultiplier => 1.05; public void ApplyToDrawableHitObjects(IEnumerable drawables) { drawables.ForEach(drawable => drawable.ApplyCustomUpdateState += drawableOnApplyCustomUpdateState); } private float theta = 0; private void drawableOnApplyCustomUpdateState(DrawableHitObject drawable, ArmedState state) { var hitObject = (OsuHitObject) drawable.HitObject; // repeat points get their position data from the slider. if (hitObject is RepeatPoint) return; Vector2 originalPosition = drawable.Position; // avoiding that the player can see the abroupt move. const int pre_time_offset = 1000; using (drawable.BeginAbsoluteSequence(hitObject.StartTime - hitObject.TimeFadeIn - pre_time_offset, true)) { drawable .MoveToOffset(new Vector2((float)Math.Cos(theta), (float)Math.Sin(theta)) * 250) .MoveTo(originalPosition, hitObject.TimeFadeIn + pre_time_offset, Easing.InOutSine); } // That way slider ticks come all from the same direction. if (hitObject is HitCircle || hitObject is Slider) theta += 0.4f; } } }