mirror of
https://github.com/ppy/osu
synced 2024-12-26 17:02:59 +00:00
61 lines
2.3 KiB
C#
61 lines
2.3 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.Collections.Generic;
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using System.Linq;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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using osu.Game.Rulesets.Mods;
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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.UI;
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using osu.Game.Rulesets.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Edit
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{
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public class DrawableOsuEditRuleset : DrawableOsuRuleset
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{
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/// <summary>
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/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
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/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
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/// </summary>
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private const double editor_hit_object_fade_out_extension = 500;
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public DrawableOsuEditRuleset(Ruleset ruleset, IBeatmap beatmap, IReadOnlyList<Mod> mods)
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: base(ruleset, beatmap, mods)
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{
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}
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public override DrawableHitObject<OsuHitObject> CreateDrawableRepresentation(OsuHitObject h)
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=> base.CreateDrawableRepresentation(h)?.With(d => d.ApplyCustomUpdateState += updateState);
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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switch (state)
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{
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case ArmedState.Miss:
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// Get the existing fade out transform
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var existing = hitObject.Transforms.LastOrDefault(t => t.TargetMember == nameof(Alpha));
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if (existing == null)
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return;
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hitObject.RemoveTransform(existing);
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using (hitObject.BeginAbsoluteSequence(existing.StartTime))
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hitObject.FadeOut(editor_hit_object_fade_out_extension).Expire();
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break;
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}
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}
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protected override Playfield CreatePlayfield() => new OsuPlayfieldNoCursor();
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
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private class OsuPlayfieldNoCursor : OsuPlayfield
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{
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protected override GameplayCursorContainer CreateCursor() => null;
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}
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}
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}
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