osu/osu.Game.Rulesets.Taiko/Mods/TaikoModHidden.cs
2021-06-16 16:32:59 +09:00

94 lines
4.5 KiB
C#

// 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 osu.Framework.Graphics;
using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.Taiko.Objects.Drawables;
namespace osu.Game.Rulesets.Taiko.Mods
{
public class TaikoModHidden : ModHidden, IApplicableToDifficulty
{
public override string Description => @"Beats fade out before you hit them!";
public override double ScoreMultiplier => 1.06;
/// <summary>
/// In osu-stable, the hit position is 160, so the active playfield is essentially 160 pixels shorter
/// than the actual screen width. The normalized playfield height is 480, so on a 4:3 screen the
/// playfield ratio of the active area up to the hit position will actually be (640 - 160) / 480 = 1.
/// For custom resolutions/aspect ratios (x:y), the screen width given the normalized height becomes 480 * x / y instead,
/// and the playfield ratio becomes (480 * x / y - 160) / 480 = x / y - 1/3.
/// This constant is equal to the playfield ratio on 4:3 screens divided by the playfield ratio on 16:9 screens.
/// </summary>
private const double hd_sv_scale = (4.0 / 3.0 - 1.0 / 3.0) / (16.0 / 9.0 - 1.0 / 3.0);
private double originalSliderMultiplier;
private ControlPointInfo controlPointInfo;
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
ApplyNormalVisibilityState(hitObject, state);
}
protected double MultiplierAt(double position)
{
double beatLength = controlPointInfo.TimingPointAt(position).BeatLength;
double speedMultiplier = controlPointInfo.DifficultyPointAt(position).SpeedMultiplier;
return originalSliderMultiplier * speedMultiplier * TimingControlPoint.DEFAULT_BEAT_LENGTH / beatLength;
}
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state)
{
switch (hitObject)
{
case DrawableDrumRollTick _:
case DrawableHit _:
double preempt = 10000 / MultiplierAt(hitObject.HitObject.StartTime);
double start = hitObject.HitObject.StartTime - preempt * 0.6;
double duration = preempt * 0.3;
using (hitObject.BeginAbsoluteSequence(start))
{
hitObject.FadeOut(duration);
// DrawableHitObject sets LifetimeEnd to LatestTransformEndTime if it isn't manually changed.
// in order for the object to not be killed before its actual end time (as the latest transform ends earlier), set lifetime end explicitly.
hitObject.LifetimeEnd = state == ArmedState.Idle || !hitObject.AllJudged
? hitObject.HitObject.GetEndTime() + hitObject.HitObject.HitWindows.WindowFor(HitResult.Miss)
: hitObject.HitStateUpdateTime;
}
break;
}
}
public void ReadFromDifficulty(BeatmapDifficulty difficulty)
{
}
public void ApplyToDifficulty(BeatmapDifficulty difficulty)
{
// needs to be read after all processing has been run (TaikoBeatmapConverter applies an adjustment which would otherwise be omitted).
originalSliderMultiplier = difficulty.SliderMultiplier;
// osu-stable has an added playfield cover that essentially forces a 4:3 playfield ratio, by cutting off all objects past that size.
// This is not yet implemented; instead a playfield adjustment container is present which maintains a 16:9 ratio.
// For now, increase the slider multiplier proportionally so that the notes stay on the screen for the same amount of time as on stable.
// Note that this means that the notes will scroll faster as they have a longer distance to travel on the screen in that same amount of time.
difficulty.SliderMultiplier /= hd_sv_scale;
}
public override void ApplyToBeatmap(IBeatmap beatmap)
{
controlPointInfo = beatmap.ControlPointInfo;
}
}
}