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osu-lazer/osu.Game/Screens/Ranking/Expanded/Accuracy/AccuracyCircle.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 System;
using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Audio;
using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Utils;
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using osu.Game.Audio;
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using osu.Game.Graphics;
using osu.Game.Rulesets.Mods;
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using osu.Game.Scoring;
using osu.Game.Skinning;
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using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
/// <summary>
/// The component that displays the player's accuracy on the results screen.
/// </summary>
public class AccuracyCircle : CompositeDrawable
{
/// <summary>
/// Duration for the transforms causing this component to appear.
/// </summary>
public const double APPEAR_DURATION = 200;
/// <summary>
/// Delay before the accuracy circle starts filling.
/// </summary>
public const double ACCURACY_TRANSFORM_DELAY = 450;
/// <summary>
/// Duration for the accuracy circle fill.
/// </summary>
public const double ACCURACY_TRANSFORM_DURATION = 3000;
/// <summary>
/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
/// </summary>
public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
/// <summary>
/// Delay before the rank circles start filling.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
/// <summary>
/// Duration for the rank circle fills.
/// </summary>
public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
/// <summary>
/// Relative width of the rank circles.
/// </summary>
public const float RANK_CIRCLE_RADIUS = 0.06f;
/// <summary>
/// Relative width of the circle showing the accuracy.
/// </summary>
private const float accuracy_circle_radius = 0.2f;
/// <summary>
/// SS is displayed as a 1% region, otherwise it would be invisible.
/// </summary>
private const double virtual_ss_percentage = 0.01;
/// <summary>
/// The easing for the circle filling transforms.
/// </summary>
public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
private readonly ScoreInfo score;
private SmoothCircularProgress accuracyCircle;
private SmoothCircularProgress innerMask;
private Container<RankBadge> badges;
private RankText rankText;
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private PoolableSkinnableSample scoreTickSound;
private PoolableSkinnableSample badgeTickSound;
private PoolableSkinnableSample badgeMaxSound;
private PoolableSkinnableSample swooshUpSound;
private PoolableSkinnableSample rankImpactSound;
private PoolableSkinnableSample rankApplauseSound;
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private readonly Bindable<double> tickPlaybackRate = new Bindable<double>();
private double lastTickPlaybackTime;
private bool isTicking;
private readonly bool withFlair;
public AccuracyCircle(ScoreInfo score, bool withFlair = false)
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{
this.score = score;
this.withFlair = withFlair;
}
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[BackgroundDependencyLoader]
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private void load()
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{
InternalChildren = new Drawable[]
{
new SmoothCircularProgress
{
Name = "Background circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.Gray(47),
Alpha = 0.5f,
InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
Current = { Value = 1 },
},
accuracyCircle = new SmoothCircularProgress
{
Name = "Accuracy circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
InnerRadius = accuracy_circle_radius,
},
new BufferedContainer
{
Name = "Graded circles",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.8f),
Padding = new MarginPadding(2),
Children = new Drawable[]
{
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1 - virtual_ss_percentage }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.95f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.9f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.8f }
},
new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
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InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 0.7f }
},
new RankNotch(0),
new RankNotch((float)(1 - virtual_ss_percentage)),
new RankNotch(0.95f),
new RankNotch(0.9f),
new RankNotch(0.8f),
new RankNotch(0.7f),
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcAlpha,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new SmoothCircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = RANK_CIRCLE_RADIUS - 0.01f,
}
}
}
},
badges = new Container<RankBadge>
{
Name = "Rank badges",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
Children = new[]
{
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new RankBadge(1f, getRank(ScoreRank.X)),
new RankBadge(0.95f, getRank(ScoreRank.S)),
new RankBadge(0.9f, getRank(ScoreRank.A)),
new RankBadge(0.8f, getRank(ScoreRank.B)),
new RankBadge(0.7f, getRank(ScoreRank.C)),
new RankBadge(0.35f, getRank(ScoreRank.D)),
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}
},
rankText = new RankText(score.Rank)
};
if (withFlair)
{
AddRangeInternal(new Drawable[]
{
rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)),
rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", applauseSampleName)),
scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")),
});
}
}
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protected override void LoadComplete()
{
base.LoadComplete();
this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
if (withFlair)
{
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const double swoosh_pre_delay = 443f;
const double swoosh_volume = 0.4f;
this.Delay(swoosh_pre_delay).Schedule(() =>
{
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swooshUpSound.VolumeTo(swoosh_volume);
swooshUpSound.Play();
});
}
using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
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innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
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{
double targetAccuracy = score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH ? 1 : Math.Min(1 - virtual_ss_percentage, score.Accuracy);
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
if (withFlair)
{
Schedule(() =>
{
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const double score_tick_debounce_rate_start = 18f;
const double score_tick_debounce_rate_end = 300f;
const double score_tick_volume_start = 0.6f;
const double score_tick_volume_end = 1.0f;
this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_start);
this.TransformBindableTo(tickPlaybackRate, score_tick_debounce_rate_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
scoreTickSound.FrequencyTo(1 + targetAccuracy, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
scoreTickSound.VolumeTo(score_tick_volume_start).Then().VolumeTo(score_tick_volume_end, ACCURACY_TRANSFORM_DURATION, Easing.OutSine);
isTicking = true;
});
}
int badgeNum = 0;
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foreach (var badge in badges)
{
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(1 - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
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{
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badge.Appear();
if (withFlair)
{
Schedule(() =>
{
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var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
dink.FrequencyTo(1 + badgeNum++ * 0.05);
dink.Play();
});
}
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}
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}
using (BeginDelayedSequence(TEXT_APPEAR_DELAY))
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{
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rankText.Appear();
if (!withFlair) return;
Schedule(() =>
{
isTicking = false;
rankImpactSound.Play();
});
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const double applause_pre_delay = 545f;
const double applause_volume = 0.8f;
using (BeginDelayedSequence(applause_pre_delay))
{
Schedule(() =>
{
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rankApplauseSound.VolumeTo(applause_volume);
rankApplauseSound.Play();
});
}
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}
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}
}
protected override void Update()
{
base.Update();
if (isTicking && Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value)
{
scoreTickSound?.Play();
lastTickPlaybackTime = Clock.CurrentTime;
}
}
private string applauseSampleName
{
get
{
switch (score.Rank)
{
default:
case ScoreRank.D:
return @"Results/applause-d";
case ScoreRank.C:
return @"Results/applause-c";
case ScoreRank.B:
return @"Results/applause-b";
case ScoreRank.A:
return @"Results/applause-a";
case ScoreRank.S:
case ScoreRank.SH:
case ScoreRank.X:
case ScoreRank.XH:
return @"Results/applause-s";
}
}
}
private string impactSampleName
{
get
{
switch (score.Rank)
{
default:
case ScoreRank.D:
return @"Results/rank-impact-fail-d";
case ScoreRank.C:
case ScoreRank.B:
return @"Results/rank-impact-fail";
case ScoreRank.A:
case ScoreRank.S:
case ScoreRank.SH:
return @"Results/rank-impact-pass";
case ScoreRank.X:
case ScoreRank.XH:
return @"Results/rank-impact-pass-ss";
}
}
}
private ScoreRank getRank(ScoreRank rank)
{
foreach (var mod in score.Mods.OfType<IApplicableToScoreProcessor>())
rank = mod.AdjustRank(rank, score.Accuracy);
return rank;
}
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private double inverseEasing(Easing easing, double targetValue)
{
double test = 0;
double result = 0;
int count = 2;
while (Math.Abs(result - targetValue) > 0.005)
{
int dir = Math.Sign(targetValue - result);
test += dir * 1.0 / count;
result = Interpolation.ApplyEasing(easing, test);
count++;
}
return test;
}
}
}