forked from ppy/osu
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathOsuModTransform.cs
More file actions
67 lines (55 loc) · 2.76 KB
/
Copy pathOsuModTransform.cs
File metadata and controls
67 lines (55 loc) · 2.76 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
// 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;
using System.Linq;
using System.Numerics;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Localisation;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
namespace osu.Game.Rulesets.Osu.Mods
{
public class OsuModTransform : ModWithVisibilityAdjustment
{
public override string Name => "Transform";
public override string Acronym => "TR";
public override IconUsage? Icon => OsuIcon.ModTransform;
public override ModType Type => ModType.Fun;
public override LocalisableString Description => "Everything rotates. EVERYTHING.";
public override Type[] IncompatibleMods => base.IncompatibleMods.Concat(new[] { typeof(OsuModWiggle), typeof(OsuModMagnetised), typeof(OsuModRepel), typeof(OsuModFreezeFrame), typeof(OsuModDepth) }).ToArray();
private float theta;
protected override void ApplyIncreasedVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
protected override void ApplyNormalVisibilityState(DrawableHitObject hitObject, ArmedState state) => applyTransform(hitObject, state);
private void applyTransform(DrawableHitObject drawable, ArmedState state)
{
switch (drawable)
{
case DrawableSliderHead:
case DrawableSliderTail:
case DrawableSliderTick:
case DrawableSliderRepeat:
return;
default:
var hitObject = (OsuHitObject)drawable.HitObject;
float appearDistance = (float)(hitObject.TimePreempt - hitObject.TimeFadeIn) / 2;
Vector2 originalPosition = drawable.Position;
Vector2 appearOffset = new Vector2(MathF.Cos(theta), MathF.Sin(theta)) * appearDistance;
// the - 1 and + 1 prevents the hit objects to appear in the wrong position.
double appearTime = hitObject.StartTime - hitObject.TimePreempt - 1;
double moveDuration = hitObject.TimePreempt + 1;
using (drawable.BeginAbsoluteSequence(appearTime))
{
drawable
.MoveToOffset(appearOffset)
.MoveTo(originalPosition, moveDuration, Easing.InOutSine);
}
theta += (float)hitObject.TimeFadeIn / 1000;
break;
}
}
}
}