mirror of https://github.com/ppy/osu
66 lines
2.6 KiB
C#
66 lines
2.6 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 osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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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.Objects.Drawables;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Mods
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{
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internal class OsuModTransform : ModWithVisibilityAdjustment
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{
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public override string Name => "Transform";
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public override string Acronym => "TR";
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public override IconUsage? Icon => FontAwesome.Solid.ArrowsAlt;
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public override ModType Type => ModType.Fun;
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public override string Description => "Everything rotates. EVERYTHING.";
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public override double ScoreMultiplier => 1;
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public override Type[] IncompatibleMods => new[] { typeof(OsuModWiggle) };
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private float theta;
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protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
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private void applyTransform(DrawableHitObject drawable, ArmedState state)
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{
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switch (drawable)
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{
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case DrawableSliderHead _:
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case DrawableSliderTail _:
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case DrawableSliderTick _:
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case DrawableSliderRepeat _:
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return;
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default:
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var hitObject = (OsuHitObject)drawable.HitObject;
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float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
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Vector2 originalPosition = drawable.Position;
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Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
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// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
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double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
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double moveDuration = hitObject.TimePreempt + 1;
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using (drawable.BeginAbsoluteSequence(appearTime, true))
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{
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drawable
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.MoveToOffset(appearOffset)
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.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
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}
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theta += (float)hitObject.TimeFadeIn / 1000;
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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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