osu/osu.Game/Rulesets/Mods/ModWithVisibilityAdjustment.cs

112 lines
4.6 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 System.Collections.Generic;
using osu.Framework.Bindables;
using osu.Game.Beatmaps;
using osu.Game.Configuration;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
namespace osu.Game.Rulesets.Mods
{
/// <summary>
/// A <see cref="Mod"/> which applies visibility adjustments to <see cref="DrawableHitObject"/>s
/// with an optional increased visibility adjustment depending on the user's "increase first object visibility" setting.
/// </summary>
public abstract class ModWithVisibilityAdjustment : Mod, IReadFromConfig, IApplicableToBeatmap, IApplicableToDrawableHitObject
{
/// <summary>
/// The first adjustable object.
/// </summary>
protected HitObject? FirstObject { get; private set; }
/// <summary>
/// Whether the visibility of <see cref="FirstObject"/> should be increased.
/// </summary>
protected readonly Bindable<bool> IncreaseFirstObjectVisibility = new Bindable<bool>();
/// <summary>
/// Check whether the provided hitobject should be considered the "first" adjustable object.
/// Can be used to skip spinners, for instance.
/// </summary>
/// <param name="hitObject">The hitobject to check.</param>
protected virtual bool IsFirstAdjustableObject(HitObject hitObject) => true;
/// <summary>
/// Apply a special increased-visibility state to the first adjustable object.
/// Only applicable if the user chooses to turn on the "increase first object visibility" setting.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hitobject.</param>
protected abstract void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state);
/// <summary>
/// Apply a normal visibility state adjustment to an object.
/// </summary>
/// <param name="hitObject">The hit object to apply the state change to.</param>
/// <param name="state">The state of the hitobject.</param>
protected abstract void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state);
public virtual void ReadFromConfig(OsuConfigManager config)
{
config.BindWith(OsuSetting.IncreaseFirstObjectVisibility, IncreaseFirstObjectVisibility);
}
public virtual void ApplyToBeatmap(IBeatmap beatmap)
{
FirstObject = getFirstAdjustableObjectRecursive(beatmap.HitObjects);
HitObject? getFirstAdjustableObjectRecursive(IReadOnlyList<HitObject> hitObjects)
{
foreach (var h in hitObjects)
{
if (IsFirstAdjustableObject(h))
return h;
var nestedResult = getFirstAdjustableObjectRecursive(h.NestedHitObjects);
if (nestedResult != null)
return nestedResult;
}
return null;
}
}
public virtual void ApplyToDrawableHitObject(DrawableHitObject dho)
{
dho.ApplyCustomUpdateState += (o, state) =>
{
// Increased visibility is applied to the entire first object, including all of its nested hitobjects.
if (IncreaseFirstObjectVisibility.Value && isObjectEqualToOrNestedIn(o.HitObject, FirstObject))
ApplyIncreasedVisibilityState(o, state);
else
ApplyNormalVisibilityState(o, state);
};
}
/// <summary>
/// Checks whether a given object is nested within a target.
/// </summary>
/// <param name="toCheck">The <see cref="HitObject"/> to check.</param>
/// <param name="target">The <see cref="HitObject"/> which may be equal to or contain <paramref name="toCheck"/> as a nested object.</param>
/// <returns>Whether <paramref name="toCheck"/> is equal to or nested within <paramref name="target"/>.</returns>
private bool isObjectEqualToOrNestedIn(HitObject toCheck, HitObject? target)
{
if (target == null)
return false;
if (toCheck == target)
return true;
foreach (var h in target.NestedHitObjects)
{
if (isObjectEqualToOrNestedIn(toCheck, h))
return true;
}
return false;
}
}
}