mirror of
https://github.com/ppy/osu
synced 2024-12-29 10:22:43 +00:00
100 lines
4.0 KiB
C#
100 lines
4.0 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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public class OsuModClassic : ModClassic, IApplicableToHitObject, IApplicableToDrawableHitObject, IApplicableToDrawableRuleset<OsuHitObject>
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{
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public override Type[] IncompatibleMods => base.IncompatibleMods.Append(typeof(OsuModStrictTracking)).ToArray();
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[SettingSource("No slider head accuracy requirement", "Scores sliders proportionally to the number of ticks hit.")]
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public Bindable<bool> NoSliderHeadAccuracy { get; } = new BindableBool(true);
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[SettingSource("No slider head movement", "Pins slider heads at their starting position, regardless of time.")]
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public Bindable<bool> NoSliderHeadMovement { get; } = new BindableBool(true);
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[SettingSource("Apply classic note lock", "Applies note lock to the full hit window.")]
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public Bindable<bool> ClassicNoteLock { get; } = new BindableBool(true);
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[SettingSource("Always play a slider's tail sample", "Always plays a slider's tail sample regardless of whether it was hit or not.")]
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public Bindable<bool> AlwaysPlayTailSample { get; } = new BindableBool(true);
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[SettingSource("Fade out hit circles earlier", "Make hit circles fade out into a miss, rather than after it.")]
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public Bindable<bool> FadeHitCircleEarly { get; } = new Bindable<bool>(true);
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private bool usingHiddenFading;
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public void ApplyToHitObject(HitObject hitObject)
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{
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switch (hitObject)
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{
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case Slider slider:
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slider.OnlyJudgeNestedObjects = !NoSliderHeadAccuracy.Value;
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foreach (var head in slider.NestedHitObjects.OfType<SliderHeadCircle>())
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head.JudgeAsNormalHitCircle = !NoSliderHeadAccuracy.Value;
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break;
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}
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<OsuHitObject> drawableRuleset)
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{
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var osuRuleset = (DrawableOsuRuleset)drawableRuleset;
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if (ClassicNoteLock.Value)
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osuRuleset.Playfield.HitPolicy = new ObjectOrderedHitPolicy();
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usingHiddenFading = drawableRuleset.Mods.OfType<OsuModHidden>().SingleOrDefault()?.OnlyFadeApproachCircles.Value == false;
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}
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public void ApplyToDrawableHitObject(DrawableHitObject obj)
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{
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switch (obj)
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{
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case DrawableSliderHead head:
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head.TrackFollowCircle = !NoSliderHeadMovement.Value;
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(head);
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break;
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case DrawableSliderTail tail:
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tail.SamplePlaysOnlyOnHit = !AlwaysPlayTailSample.Value;
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break;
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case DrawableHitCircle circle:
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if (FadeHitCircleEarly.Value && !usingHiddenFading)
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applyEarlyFading(circle);
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break;
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}
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}
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private void applyEarlyFading(DrawableHitCircle circle)
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{
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circle.ApplyCustomUpdateState += (o, _) =>
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{
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using (o.BeginAbsoluteSequence(o.StateUpdateTime))
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{
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double okWindow = o.HitObject.HitWindows.WindowFor(HitResult.Ok);
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double lateMissFadeTime = o.HitObject.HitWindows.WindowFor(HitResult.Meh) - okWindow;
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o.Delay(okWindow).FadeOut(lateMissFadeTime);
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}
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};
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}
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}
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}
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