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https://github.com/ppy/osu
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103 lines
4.2 KiB
C#
103 lines
4.2 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.Linq;
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using osu.Framework.Audio;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Localisation;
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using osu.Game.Configuration;
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using osu.Game.Graphics.UserInterface;
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using osu.Game.Overlays.Settings;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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using osu.Game.Scoring;
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namespace osu.Game.Rulesets.Mods
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{
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public abstract class ModMuted : Mod
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{
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public override string Name => "Muted";
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public override string Acronym => "MU";
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public override IconUsage? Icon => FontAwesome.Solid.VolumeMute;
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public override LocalisableString Description => "Can you still feel the rhythm without music?";
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public override ModType Type => ModType.Fun;
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public override double ScoreMultiplier => 1;
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}
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public abstract class ModMuted<TObject> : ModMuted, IApplicableToDrawableRuleset<TObject>, IApplicableToTrack, IApplicableToScoreProcessor
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where TObject : HitObject
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{
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private readonly BindableNumber<double> mainVolumeAdjust = new BindableDouble(0.5);
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private readonly BindableNumber<double> metronomeVolumeAdjust = new BindableDouble(0.5);
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private readonly BindableNumber<int> currentCombo = new BindableInt();
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[SettingSource("Start muted", "Increase volume as combo builds.")]
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public BindableBool InverseMuting { get; } = new BindableBool();
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[SettingSource("Enable metronome", "Add a metronome beat to help you keep track of the rhythm.")]
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public BindableBool EnableMetronome { get; } = new BindableBool(true);
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[SettingSource("Final volume at combo", "The combo count at which point the track reaches its final volume.", SettingControlType = typeof(SettingsSlider<int, MuteComboSlider>))]
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public BindableInt MuteComboCount { get; } = new BindableInt(100)
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{
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MinValue = 0,
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MaxValue = 500,
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};
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[SettingSource("Mute hit sounds", "Hit sounds are also muted alongside the track.")]
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public BindableBool AffectsHitSounds { get; } = new BindableBool(true);
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protected ModMuted()
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{
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InverseMuting.BindValueChanged(i => MuteComboCount.MinValue = i.NewValue ? 1 : 0, true);
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}
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public void ApplyToTrack(IAdjustableAudioComponent track)
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{
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track.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust);
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}
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public void ApplyToDrawableRuleset(DrawableRuleset<TObject> drawableRuleset)
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{
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if (EnableMetronome.Value)
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{
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MetronomeBeat metronomeBeat;
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// Importantly, this is added to FrameStableComponents and not Overlays as the latter would cause it to be self-muted by the mod's volume adjustment.
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drawableRuleset.FrameStableComponents.Add(metronomeBeat = new MetronomeBeat(drawableRuleset.Beatmap.HitObjects.First().StartTime));
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metronomeBeat.AddAdjustment(AdjustableProperty.Volume, metronomeVolumeAdjust);
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}
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if (AffectsHitSounds.Value)
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drawableRuleset.Audio.AddAdjustment(AdjustableProperty.Volume, mainVolumeAdjust);
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}
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public void ApplyToScoreProcessor(ScoreProcessor scoreProcessor)
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{
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currentCombo.BindTo(scoreProcessor.Combo);
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currentCombo.BindValueChanged(combo =>
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{
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double dimFactor = MuteComboCount.Value == 0 ? 1 : (double)combo.NewValue / MuteComboCount.Value;
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if (InverseMuting.Value)
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dimFactor = 1 - dimFactor;
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scoreProcessor.TransformBindableTo(metronomeVolumeAdjust, dimFactor, 500, Easing.OutQuint);
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scoreProcessor.TransformBindableTo(mainVolumeAdjust, 1 - dimFactor, 500, Easing.OutQuint);
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}, true);
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}
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public ScoreRank AdjustRank(ScoreRank rank, double accuracy) => rank;
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}
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public partial class MuteComboSlider : RoundedSliderBar<int>
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{
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public override LocalisableString TooltipText => Current.Value == 0 ? "always muted" : base.TooltipText;
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}
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}
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