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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Argon/ArgonSliderBall.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.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Colour;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Argon
{
public partial class ArgonSliderBall : CircularContainer
{
private readonly Box fill;
private readonly SpriteIcon icon;
private readonly Vector2 defaultIconScale = new Vector2(0.6f, 0.8f);
private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
[Resolved(canBeNull: true)]
private DrawableHitObject? parentObject { get; set; }
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public ArgonSliderBall()
{
Size = new Vector2(ArgonMainCirclePiece.OUTER_GRADIENT_SIZE);
Masking = true;
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BorderThickness = ArgonMainCirclePiece.GRADIENT_THICKNESS;
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BorderColour = Color4.White;
InternalChildren = new Drawable[]
{
fill = new Box
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
icon = new SpriteIcon
{
Size = new Vector2(48),
Scale = defaultIconScale,
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Icon = FontAwesome.Solid.AngleRight,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
}
};
}
[BackgroundDependencyLoader]
private void load()
{
if (parentObject != null)
accentColour.BindTo(parentObject.AccentColour);
}
protected override void LoadComplete()
{
base.LoadComplete();
accentColour.BindValueChanged(colour =>
{
fill.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.5f));
}, true);
if (parentObject != null)
{
parentObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(parentObject, parentObject.State.Value);
}
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState _)
{
// Gets called by slider ticks, tails, etc., leading to duplicated
// animations which in this case have no visual impact (due to
// instant fade) but may negatively affect performance
if (drawableObject is not DrawableSlider)
return;
const float duration = 200;
const float icon_scale = 0.9f;
using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
{
this.FadeInFromZero(duration, Easing.OutQuint);
icon.ScaleTo(0).Then().ScaleTo(defaultIconScale, duration, Easing.OutElasticHalf);
}
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
{
// intentionally pile on an extra FadeOut to make it happen much faster
this.FadeOut(duration / 4, Easing.OutQuint);
icon.ScaleTo(defaultIconScale * icon_scale, duration, Easing.OutQuint);
}
}
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protected override void Update()
{
base.Update();
//undo rotation on layers which should not be rotated.
float appliedRotation = Parent!.Rotation;
fill.Rotation = -appliedRotation;
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (parentObject != null)
parentObject.ApplyCustomUpdateState -= updateStateTransforms;
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}
}
}