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osu-lazer/osu.Game.Rulesets.Catch/Skinning/Argon/ArgonDropletPiece.cs

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// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.UserInterface;
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using osu.Framework.Utils;
using osu.Game.Rulesets.Catch.Skinning.Default;
using osu.Game.Rulesets.Catch.UI;
using osuTK;
namespace osu.Game.Rulesets.Catch.Skinning.Argon
{
internal partial class ArgonDropletPiece : CatchHitObjectPiece
{
protected override Drawable HyperBorderPiece => hyperBorderPiece;
private Drawable hyperBorderPiece = null!;
private Container layers = null!;
private float rotationRandomness;
[BackgroundDependencyLoader]
private void load()
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{
RelativeSizeAxes = Axes.Both;
const float droplet_scale_down = 0.7f;
int largeBlobSeed = RNG.Next();
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InternalChildren = new[]
{
new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Size = new Vector2(20),
},
layers = new Container
{
Scale = new Vector2(droplet_scale_down),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new CircularBlob
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
InnerRadius = 0.5f,
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Alpha = 0.15f,
Seed = largeBlobSeed
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},
new CircularBlob
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
InnerRadius = 0.4f,
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Alpha = 0.5f,
Scale = new Vector2(0.7f),
Seed = RNG.Next()
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},
}
},
hyperBorderPiece = new CircularBlob
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{
Scale = new Vector2(droplet_scale_down),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = Catcher.DEFAULT_HYPER_DASH_COLOUR,
RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
InnerRadius = 0.5f,
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Alpha = 0.15f,
Seed = largeBlobSeed
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},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
AccentColour.BindValueChanged(colour =>
{
foreach (var sprite in layers)
sprite.Colour = colour.NewValue;
}, true);
rotationRandomness = RNG.NextSingle(0.2f, 1);
}
protected override void Update()
{
base.Update();
// Note that droplets are rotated at a higher level, so this is mostly just to create more
// random arrangements of the multiple layers than actually rotate.
//
// Because underlying rotation is always clockwise, we apply anti-clockwise resistance to avoid
// making things spin too fast.
for (int i = 0; i < layers.Count; i++)
{
layers[i].Rotation -=
(float)Clock.ElapsedFrameTime
* 0.4f * rotationRandomness
// Each layer should alternate rotation speed.
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* (i % 2 == 1 ? 0.5f : 1);
}
}
}
}