2020-03-17 15:37:56 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2022-06-17 15:37:17 +08:00
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#nullable disable
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2020-03-17 15:37:56 +08:00
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using System;
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2020-07-02 08:37:38 +08:00
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using System.Linq;
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2020-03-17 15:37:56 +08:00
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using osu.Framework.Allocation;
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2020-10-29 15:11:37 +08:00
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using osu.Framework.Audio;
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2021-05-27 14:04:22 +08:00
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using osu.Framework.Bindables;
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2020-03-17 15:37:56 +08:00
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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2022-12-03 21:39:44 +08:00
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using osu.Framework.Graphics.UserInterface;
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2020-03-17 15:37:56 +08:00
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using osu.Framework.Utils;
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using osu.Game.Audio;
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2020-03-17 15:37:56 +08:00
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using osu.Game.Graphics;
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2020-07-02 08:37:38 +08:00
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using osu.Game.Rulesets.Mods;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Scoring;
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2021-05-28 18:27:55 +08:00
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using osu.Game.Skinning;
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2020-03-17 15:37:56 +08:00
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using osuTK;
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namespace osu.Game.Screens.Ranking.Expanded.Accuracy
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{
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/// <summary>
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/// The component that displays the player's accuracy on the results screen.
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/// </summary>
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public partial class AccuracyCircle : CompositeDrawable
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{
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/// <summary>
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/// Duration for the transforms causing this component to appear.
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/// </summary>
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public const double APPEAR_DURATION = 200;
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/// <summary>
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/// Delay before the accuracy circle starts filling.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DELAY = 450;
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/// <summary>
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/// Duration for the accuracy circle fill.
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/// </summary>
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public const double ACCURACY_TRANSFORM_DURATION = 3000;
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/// <summary>
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/// Delay after <see cref="ACCURACY_TRANSFORM_DURATION"/> for the rank text (A/B/C/D/S/SS) to appear.
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/// </summary>
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public const double TEXT_APPEAR_DELAY = ACCURACY_TRANSFORM_DURATION / 2;
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/// <summary>
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/// Delay before the rank circles start filling.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DELAY = 150;
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/// <summary>
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/// Duration for the rank circle fills.
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/// </summary>
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public const double RANK_CIRCLE_TRANSFORM_DURATION = 800;
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/// <summary>
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/// Relative width of the rank circles.
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/// </summary>
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public const float RANK_CIRCLE_RADIUS = 0.06f;
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/// <summary>
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/// Relative width of the circle showing the accuracy.
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/// </summary>
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private const float accuracy_circle_radius = 0.2f;
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/// <summary>
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/// SS is displayed as a 1% region, otherwise it would be invisible.
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/// </summary>
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private const double virtual_ss_percentage = 0.01;
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/// <summary>
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/// The width of a <see cref="RankNotch"/> in terms of accuracy.
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/// </summary>
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public const double NOTCH_WIDTH_PERCENTAGE = 1.0 / 360;
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/// <summary>
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/// The easing for the circle filling transforms.
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/// </summary>
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public static readonly Easing ACCURACY_TRANSFORM_EASING = Easing.OutPow10;
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private readonly ScoreInfo score;
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private CircularProgress accuracyCircle;
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private CircularProgress innerMask;
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private Container<RankBadge> badges;
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private RankText rankText;
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private PoolableSkinnableSample scoreTickSound;
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private PoolableSkinnableSample badgeTickSound;
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private PoolableSkinnableSample badgeMaxSound;
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private PoolableSkinnableSample swooshUpSound;
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private PoolableSkinnableSample rankImpactSound;
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private PoolableSkinnableSample rankApplauseSound;
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private readonly Bindable<double> tickPlaybackRate = new Bindable<double>();
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private double lastTickPlaybackTime;
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private bool isTicking;
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private readonly double accuracyX;
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private readonly double accuracyS;
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private readonly double accuracyA;
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private readonly double accuracyB;
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private readonly double accuracyC;
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private readonly double accuracyD;
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private readonly bool withFlair;
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public AccuracyCircle(ScoreInfo score, bool withFlair = false)
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{
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this.score = score;
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this.withFlair = withFlair;
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ScoreProcessor scoreProcessor = score.Ruleset.CreateInstance().CreateScoreProcessor();
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accuracyX = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.X);
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accuracyS = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.S);
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accuracyA = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.A);
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accuracyB = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.B);
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accuracyC = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.C);
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accuracyD = scoreProcessor.AccuracyCutoffFromRank(ScoreRank.D);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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InternalChildren = new Drawable[]
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{
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new CircularProgress
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{
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Name = "Background circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.Gray(47),
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Alpha = 0.5f,
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InnerRadius = accuracy_circle_radius + 0.01f, // Extends a little bit into the circle
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Current = { Value = 1 },
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},
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accuracyCircle = new CircularProgress
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{
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Name = "Accuracy circle",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
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InnerRadius = accuracy_circle_radius,
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},
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new BufferedContainer
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{
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Name = "Graded circles",
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.8f),
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Padding = new MarginPadding(2),
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Children = new Drawable[]
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{
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.X),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyX }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.S),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyX - virtual_ss_percentage }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.A),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyS }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.B),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyA }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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Colour = OsuColour.ForRank(ScoreRank.C),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyB }
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},
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new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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2020-03-18 01:55:30 +08:00
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Colour = OsuColour.ForRank(ScoreRank.D),
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InnerRadius = RANK_CIRCLE_RADIUS,
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Current = { Value = accuracyC }
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},
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new RankNotch((float)accuracyX),
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new RankNotch((float)(accuracyX - virtual_ss_percentage)),
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new RankNotch((float)accuracyS),
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new RankNotch((float)accuracyA),
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new RankNotch((float)accuracyB),
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new RankNotch((float)accuracyC),
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new BufferedContainer
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{
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Name = "Graded circle mask",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding(1),
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Blending = new BlendingParameters
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{
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Source = BlendingType.DstColor,
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Destination = BlendingType.OneMinusSrcColor,
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SourceAlpha = BlendingType.One,
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DestinationAlpha = BlendingType.SrcAlpha
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},
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Child = innerMask = new CircularProgress
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{
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RelativeSizeAxes = Axes.Both,
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InnerRadius = RANK_CIRCLE_RADIUS - 0.02f,
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}
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}
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}
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},
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badges = new Container<RankBadge>
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{
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Name = "Rank badges",
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RelativeSizeAxes = Axes.Both,
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Padding = new MarginPadding { Vertical = -15, Horizontal = -20 },
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Children = new[]
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{
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// The S and A badges are moved down slightly to prevent collision with the SS badge.
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new RankBadge(accuracyX, accuracyX, getRank(ScoreRank.X)),
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new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)),
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new RankBadge(accuracyA, Interpolation.Lerp(accuracyA, accuracyS, 0.25), getRank(ScoreRank.A)),
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new RankBadge(accuracyB, Interpolation.Lerp(accuracyB, accuracyA, 0.5), getRank(ScoreRank.B)),
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new RankBadge(accuracyC, Interpolation.Lerp(accuracyC, accuracyB, 0.5), getRank(ScoreRank.C)),
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new RankBadge(accuracyD, Interpolation.Lerp(accuracyD, accuracyC, 0.5), getRank(ScoreRank.D)),
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}
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},
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rankText = new RankText(score.Rank)
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};
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if (withFlair)
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{
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AddRangeInternal(new Drawable[]
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{
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rankImpactSound = new PoolableSkinnableSample(new SampleInfo(impactSampleName)),
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rankApplauseSound = new PoolableSkinnableSample(new SampleInfo(@"applause", applauseSampleName)),
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scoreTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/score-tick")),
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badgeTickSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink")),
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badgeMaxSound = new PoolableSkinnableSample(new SampleInfo(@"Results/badge-dink-max")),
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swooshUpSound = new PoolableSkinnableSample(new SampleInfo(@"Results/swoosh-up")),
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});
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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this.ScaleTo(0).Then().ScaleTo(1, APPEAR_DURATION, Easing.OutQuint);
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if (withFlair)
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{
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const double swoosh_pre_delay = 443f;
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const double swoosh_volume = 0.4f;
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this.Delay(swoosh_pre_delay).Schedule(() =>
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{
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swooshUpSound.VolumeTo(swoosh_volume);
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swooshUpSound.Play();
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});
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}
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using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
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2020-03-17 15:37:56 +08:00
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innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
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using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
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{
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2023-02-07 18:16:36 +08:00
|
|
|
double targetAccuracy = score.Accuracy;
|
2023-02-09 07:34:28 +08:00
|
|
|
double[] notchPercentages =
|
|
|
|
{
|
2023-11-29 18:05:24 +08:00
|
|
|
accuracyS,
|
|
|
|
accuracyA,
|
|
|
|
accuracyB,
|
|
|
|
accuracyC,
|
2023-02-09 07:34:28 +08:00
|
|
|
};
|
2023-02-07 18:16:36 +08:00
|
|
|
|
|
|
|
// Ensure the gauge overshoots or undershoots a bit so it doesn't land in the gaps of the inner graded circle (caused by `RankNotch`es),
|
|
|
|
// to prevent ambiguity on what grade it's pointing at.
|
|
|
|
foreach (double p in notchPercentages)
|
|
|
|
{
|
2023-02-09 06:59:19 +08:00
|
|
|
if (Precision.AlmostEquals(p, targetAccuracy, NOTCH_WIDTH_PERCENTAGE / 2))
|
2023-02-07 18:16:36 +08:00
|
|
|
{
|
|
|
|
int tippingDirection = targetAccuracy - p >= 0 ? 1 : -1; // We "round up" here to match rank criteria
|
|
|
|
targetAccuracy = p + tippingDirection * (NOTCH_WIDTH_PERCENTAGE / 2);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// The final gap between 99.999...% (S) and 100% (SS) is exaggerated by `virtual_ss_percentage`. We don't want to land there either.
|
|
|
|
if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
|
|
|
|
targetAccuracy = 1;
|
|
|
|
else
|
2023-11-29 18:05:24 +08:00
|
|
|
targetAccuracy = Math.Min(accuracyX - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
|
2023-02-07 18:16:36 +08:00
|
|
|
|
|
|
|
// The accuracy circle gauge visually fills up a bit too much.
|
|
|
|
// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
|
|
|
|
const double visual_alignment_offset = 0.001;
|
|
|
|
|
|
|
|
if (targetAccuracy < 1 && targetAccuracy >= visual_alignment_offset)
|
|
|
|
targetAccuracy -= visual_alignment_offset;
|
2020-03-17 15:37:56 +08:00
|
|
|
|
|
|
|
accuracyCircle.FillTo(targetAccuracy, ACCURACY_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
|
|
|
|
|
2021-06-09 17:46:38 +08:00
|
|
|
if (withFlair)
|
2021-05-27 14:04:22 +08:00
|
|
|
{
|
2021-06-02 15:57:09 +08:00
|
|
|
Schedule(() =>
|
2021-05-28 18:27:55 +08:00
|
|
|
{
|
2021-06-09 18:24:30 +08:00
|
|
|
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);
|
2021-05-27 14:04:22 +08:00
|
|
|
|
2021-06-02 15:57:09 +08:00
|
|
|
isTicking = true;
|
|
|
|
});
|
|
|
|
}
|
2021-05-27 14:04:22 +08:00
|
|
|
|
|
|
|
int badgeNum = 0;
|
|
|
|
|
2020-03-17 15:37:56 +08:00
|
|
|
foreach (var badge in badges)
|
|
|
|
{
|
|
|
|
if (badge.Accuracy > score.Accuracy)
|
|
|
|
continue;
|
|
|
|
|
2023-11-29 18:05:24 +08:00
|
|
|
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
|
2020-10-29 15:11:37 +08:00
|
|
|
{
|
2020-03-17 15:37:56 +08:00
|
|
|
badge.Appear();
|
2021-05-28 18:27:55 +08:00
|
|
|
|
2021-06-09 17:46:38 +08:00
|
|
|
if (withFlair)
|
2021-05-27 14:04:22 +08:00
|
|
|
{
|
2021-06-02 15:57:09 +08:00
|
|
|
Schedule(() =>
|
|
|
|
{
|
2021-06-09 17:15:45 +08:00
|
|
|
var dink = badgeNum < badges.Count - 1 ? badgeTickSound : badgeMaxSound;
|
|
|
|
|
2021-06-02 15:57:09 +08:00
|
|
|
dink.FrequencyTo(1 + badgeNum++ * 0.05);
|
|
|
|
dink.Play();
|
|
|
|
});
|
|
|
|
}
|
2020-10-29 15:11:37 +08:00
|
|
|
}
|
2020-03-17 15:37:56 +08:00
|
|
|
}
|
|
|
|
|
2021-05-28 18:27:55 +08:00
|
|
|
using (BeginDelayedSequence(TEXT_APPEAR_DELAY))
|
2020-10-29 15:11:37 +08:00
|
|
|
{
|
2020-03-17 15:37:56 +08:00
|
|
|
rankText.Appear();
|
2021-05-28 18:27:55 +08:00
|
|
|
|
2021-06-09 17:46:38 +08:00
|
|
|
if (!withFlair) return;
|
2021-06-02 15:57:09 +08:00
|
|
|
|
2021-05-27 14:04:22 +08:00
|
|
|
Schedule(() =>
|
|
|
|
{
|
|
|
|
isTicking = false;
|
2021-06-02 15:57:09 +08:00
|
|
|
rankImpactSound.Play();
|
2021-05-27 14:04:22 +08:00
|
|
|
});
|
|
|
|
|
2021-06-09 18:24:30 +08:00
|
|
|
const double applause_pre_delay = 545f;
|
|
|
|
const double applause_volume = 0.8f;
|
|
|
|
|
|
|
|
using (BeginDelayedSequence(applause_pre_delay))
|
2021-05-27 14:04:22 +08:00
|
|
|
{
|
|
|
|
Schedule(() =>
|
|
|
|
{
|
2021-06-09 18:24:30 +08:00
|
|
|
rankApplauseSound.VolumeTo(applause_volume);
|
2021-06-02 15:57:09 +08:00
|
|
|
rankApplauseSound.Play();
|
2021-05-27 14:04:22 +08:00
|
|
|
});
|
|
|
|
}
|
2020-10-29 15:11:37 +08:00
|
|
|
}
|
2020-03-17 15:37:56 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-06-09 18:31:53 +08:00
|
|
|
protected override void Update()
|
|
|
|
{
|
|
|
|
base.Update();
|
|
|
|
|
|
|
|
if (isTicking && Clock.CurrentTime - lastTickPlaybackTime >= tickPlaybackRate.Value)
|
|
|
|
{
|
|
|
|
scoreTickSound?.Play();
|
|
|
|
lastTickPlaybackTime = Clock.CurrentTime;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-06-09 18:15:55 +08:00
|
|
|
private string applauseSampleName
|
|
|
|
{
|
|
|
|
get
|
|
|
|
{
|
|
|
|
switch (score.Rank)
|
|
|
|
{
|
|
|
|
default:
|
|
|
|
case ScoreRank.D:
|
2021-06-09 18:35:05 +08:00
|
|
|
return @"Results/applause-d";
|
2021-06-09 18:15:55 +08:00
|
|
|
|
|
|
|
case ScoreRank.C:
|
2021-06-09 18:35:05 +08:00
|
|
|
return @"Results/applause-c";
|
2021-06-09 18:15:55 +08:00
|
|
|
|
|
|
|
case ScoreRank.B:
|
2021-06-09 18:35:05 +08:00
|
|
|
return @"Results/applause-b";
|
2021-06-09 18:15:55 +08:00
|
|
|
|
|
|
|
case ScoreRank.A:
|
2021-06-09 18:35:05 +08:00
|
|
|
return @"Results/applause-a";
|
2021-06-09 18:15:55 +08:00
|
|
|
|
|
|
|
case ScoreRank.S:
|
|
|
|
case ScoreRank.SH:
|
|
|
|
case ScoreRank.X:
|
|
|
|
case ScoreRank.XH:
|
2021-06-09 18:35:05 +08:00
|
|
|
return @"Results/applause-s";
|
2021-06-09 18:15:55 +08:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2021-06-09 18:06:37 +08:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2020-03-17 15:37:56 +08:00
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|