mirror of
https://github.com/ppy/osu
synced 2024-12-11 09:27:08 +00:00
1f9f2b413e
Also, mark as nullable for some properties.
112 lines
4.6 KiB
C#
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;
|
|
}
|
|
}
|
|
}
|