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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/PlaySliderBody.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.Bindables;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public abstract partial class PlaySliderBody : SnakingSliderBody
{
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protected IBindable<float> ScaleBindable { get; private set; } = null!;
protected IBindable<Color4> AccentColourBindable { get; private set; } = null!;
private IBindable<int> pathVersion = null!;
[Resolved(CanBeNull = true)]
private OsuRulesetConfigManager? config { get; set; }
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private readonly Bindable<bool> configSnakingOut = new Bindable<bool>();
[BackgroundDependencyLoader]
private void load(ISkinSource skin, DrawableHitObject drawableObject)
{
var drawableSlider = (DrawableSlider)drawableObject;
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ScaleBindable = drawableSlider.ScaleBindable.GetBoundCopy();
ScaleBindable.BindValueChanged(scale => PathRadius = OsuHitObject.OBJECT_RADIUS * scale.NewValue, true);
pathVersion = drawableSlider.PathVersion.GetBoundCopy();
pathVersion.BindValueChanged(_ => Scheduler.AddOnce(Refresh));
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AccentColourBindable = drawableObject.AccentColour.GetBoundCopy();
AccentColourBindable.BindValueChanged(accent => AccentColour = GetBodyAccentColour(skin, accent.NewValue), true);
config?.BindWith(OsuRulesetSetting.SnakingInSliders, SnakingIn);
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config?.BindWith(OsuRulesetSetting.SnakingOutSliders, configSnakingOut);
SnakingOut.BindTo(configSnakingOut);
BorderColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderBorder)?.Value ?? Color4.White;
}
protected virtual Color4 GetBodyAccentColour(ISkinSource skin, Color4 hitObjectAccentColour) =>
skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderTrackOverride)?.Value ?? hitObjectAccentColour;
}
}