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osu-lazer/osu.Game/Screens/Ranking/Expanded/Accuracy/RankBadge.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.
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#nullable disable
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using System;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Game.Graphics;
using osu.Game.Online.Leaderboards;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
/// <summary>
/// Contains a <see cref="DrawableRank"/> that is positioned around the <see cref="AccuracyCircle"/>.
/// </summary>
public class RankBadge : CompositeDrawable
{
/// <summary>
/// The accuracy value corresponding to the <see cref="ScoreRank"/> displayed by this badge.
/// </summary>
public readonly double Accuracy;
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private readonly ScoreRank rank;
private Drawable rankContainer;
private Drawable overlay;
/// <summary>
/// Creates a new <see cref="RankBadge"/>.
/// </summary>
/// <param name="accuracy">The accuracy value corresponding to <paramref name="rank"/>.</param>
/// <param name="rank">The <see cref="ScoreRank"/> to be displayed in this <see cref="RankBadge"/>.</param>
public RankBadge(double accuracy, ScoreRank rank)
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{
Accuracy = accuracy;
this.rank = rank;
RelativeSizeAxes = Axes.Both;
Alpha = 0;
}
[BackgroundDependencyLoader]
private void load()
{
InternalChild = rankContainer = new Container
{
Origin = Anchor.Centre,
Size = new Vector2(28, 14),
Children = new[]
{
new DrawableRank(rank),
overlay = new CircularContainer
{
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Masking = true,
EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = OsuColour.ForRank(rank).Opacity(0.2f),
Radius = 10,
},
Child = new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true,
}
}
}
};
}
/// <summary>
/// Shows this <see cref="RankBadge"/>.
/// </summary>
public void Appear()
{
this.FadeIn(50);
overlay.FadeIn().FadeOut(500, Easing.In);
}
protected override void Update()
{
base.Update();
// Starts at -90deg (top) and moves counter-clockwise by the accuracy
rankContainer.Position = circlePosition(-MathF.PI / 2 - (1 - (float)Accuracy) * MathF.PI * 2);
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}
private Vector2 circlePosition(float t)
=> DrawSize / 2 + new Vector2(MathF.Cos(t), MathF.Sin(t)) * DrawSize / 2;
}
}