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Add Synesthesia mod
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LumpBloom7 committed Dec 21, 2024
1 parent 47b8403 commit 6d46c9b
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50 changes: 50 additions & 0 deletions osu.Game.Rulesets.Sentakki/Mods/SentakkiModSynesthesia.cs
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using osu.Game.Beatmaps;
using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Sentakki.Objects.Drawables;
using osu.Game.Screens.Edit;
using osuTK.Graphics;

namespace osu.Game.Rulesets.Sentakki.Mods;

/// <summary>
/// Mod that colours <see cref="HitObject"/>s based on the musical division they are on
/// </summary>
public class SentakkiModSynesthesia : ModSynesthesia, IApplicableToBeatmap, IApplicableToDrawableHitObject
{
private readonly OsuColour colours = new OsuColour();

private IBeatmap? currentBeatmap { get; set; }

public void ApplyToBeatmap(IBeatmap beatmap)
{
//Store a reference to the current beatmap to look up the beat divisor when notes are drawn
if (currentBeatmap != beatmap)
currentBeatmap = beatmap;
}

public void ApplyToDrawableHitObject(DrawableHitObject d)
{
if (currentBeatmap == null) return;

Color4? timingBasedColour = null;

d.HitObjectApplied += _ =>
{
// slider tails are a painful edge case, as their start time is offset 36ms back (see `LastTick`).
// to work around this, look up the slider tail's parenting slider's end time instead to ensure proper snap.
double snapTime = d.HitObject.StartTime + (d is DrawableSlideBody s ? s.HitObject.ShootDelay : 0);
timingBasedColour = BindableBeatDivisor.GetColourFor(currentBeatmap.ControlPointInfo.GetClosestBeatDivisor(snapTime), colours);
};

// Need to set this every update to ensure it doesn't get overwritten by DrawableHitObject.OnApply() -> UpdateComboColour().
d.OnUpdate += _ =>
{
if (timingBasedColour != null)
d.AccentColour.Value = timingBasedColour.Value;
};
}
}

1 change: 1 addition & 0 deletions osu.Game.Rulesets.Sentakki/SentakkiRuleset.cs
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Expand Up @@ -114,6 +114,7 @@ public override IEnumerable<Mod> GetModsFor(ModType type)
new SentakkiModSpin(),
new SentakkiModMuted(),
new ModAdaptiveSpeed(),
new SentakkiModSynesthesia()
};

case ModType.System:
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