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https://github.com/ppy/osu
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afc89b39d9
`MainCirclePiece` specifies a state transform starting at `StateUpdateTime`, which is earlier than the previously-used `HitStateUpdateTime`. Change the transform clearing logic to use the former to ensure that exactly all animation transforms are cleared.
109 lines
4.3 KiB
C#
109 lines
4.3 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.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Game.Beatmaps;
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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.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Skinning.Default;
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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 DrawableOsuEditorRuleset : 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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public const double EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION = 700;
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public DrawableOsuEditorRuleset(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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protected override Playfield CreatePlayfield() => new OsuEditorPlayfield();
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public override PlayfieldAdjustmentContainer CreatePlayfieldAdjustmentContainer() => new OsuPlayfieldAdjustmentContainer { Size = Vector2.One };
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private class OsuEditorPlayfield : OsuPlayfield
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{
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private Bindable<bool> hitAnimations;
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protected override GameplayCursorContainer CreateCursor() => null;
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config)
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{
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hitAnimations = config.GetBindable<bool>(OsuSetting.EditorHitAnimations);
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}
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protected override void OnNewDrawableHitObject(DrawableHitObject d)
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{
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d.ApplyCustomUpdateState += updateState;
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}
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private void updateState(DrawableHitObject hitObject, ArmedState state)
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{
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if (state == ArmedState.Idle || hitAnimations.Value)
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return;
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if (hitObject is DrawableHitCircle circle)
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{
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circle.ApproachCircle
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.FadeOutFromOne(EDITOR_HIT_OBJECT_FADE_OUT_EXTENSION * 4)
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.Expire();
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circle.ApproachCircle.ScaleTo(1.1f, 300, Easing.OutQuint);
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}
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if (hitObject is IHasMainCirclePiece mainPieceContainer)
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{
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// clear any explode animation logic.
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// this is scheduled after children to ensure that the clear happens after invocations of ApplyCustomUpdateState on the circle piece's nested skinnables.
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ScheduleAfterChildren(() =>
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{
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if (hitObject.HitObject == null) return;
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mainPieceContainer.CirclePiece.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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mainPieceContainer.CirclePiece.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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});
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}
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if (hitObject is DrawableSliderRepeat repeat)
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{
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repeat.Arrow.ApplyTransformsAt(hitObject.StateUpdateTime, true);
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repeat.Arrow.ClearTransformsAfter(hitObject.StateUpdateTime, true);
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}
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// adjust the visuals of top-level object types to make them stay on screen for longer than usual.
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switch (hitObject)
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{
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case DrawableSlider _:
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case DrawableHitCircle _:
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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(hitObject.HitStateUpdateTime))
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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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}
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}
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}
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