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osu-lazer/osu.Game.Rulesets.Osu/Skinning/LegacyOldStyleSpinner.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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using System;
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using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
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using osuTK;
using static osu.Game.Skinning.LegacySkinConfiguration;
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namespace osu.Game.Rulesets.Osu.Skinning
{
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/// <summary>
/// Legacy skinned spinner with one main spinning layer and a background layer.
/// </summary>
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public class LegacyOldStyleSpinner : CompositeDrawable
{
private DrawableSpinner drawableSpinner;
private Sprite disc;
private Sprite metreSprite;
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private Container metre;
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private bool spinnerNoBlink;
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private const float sprite_scale = 1 / 1.6f;
private const float final_metre_height = 692 * sprite_scale;
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[BackgroundDependencyLoader]
private void load(ISkinSource source, DrawableHitObject drawableObject)
{
spinnerNoBlink = source.GetConfig<LegacySetting, bool>(LegacySetting.SpinnerNoBlink)?.Value ?? false;
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drawableSpinner = (DrawableSpinner)drawableObject;
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RelativeSizeAxes = Axes.Both;
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InternalChild = new Container
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{
// the old-style spinner relied heavily on absolute screen-space coordinate values.
// wrap everything in a container simulating absolute coords to preserve alignment
// as there are skins that depend on it.
Width = 640,
Height = 480,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
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{
new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-background"),
Scale = new Vector2(sprite_scale)
},
disc = new Sprite
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-circle"),
Scale = new Vector2(sprite_scale)
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},
metre = new Container
{
AutoSizeAxes = Axes.Both,
// this anchor makes no sense, but that's what stable uses.
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
// adjustment for stable (metre has additional offset)
Margin = new MarginPadding { Top = 20 },
Masking = true,
Child = metreSprite = new Sprite
{
Texture = source.GetTexture("spinner-metre"),
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Scale = new Vector2(0.625f)
}
}
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}
};
}
protected override void LoadComplete()
{
base.LoadComplete();
this.FadeOut();
drawableSpinner.State.BindValueChanged(updateStateTransforms, true);
}
private void updateStateTransforms(ValueChangedEvent<ArmedState> state)
{
var spinner = drawableSpinner.HitObject;
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
this.FadeInFromZero(spinner.TimeFadeIn / 2);
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}
protected override void Update()
{
base.Update();
disc.Rotation = drawableSpinner.RotationTracker.Rotation;
// careful: need to call this exactly once for all calculations in a frame
// as the function has a random factor in it
var metreHeight = getMetreHeight(drawableSpinner.Progress);
// hack to make the metre blink up from below than down from above.
// move down the container to be able to apply masking for the metre,
// and then move the sprite back up the same amount to keep its position absolute.
metre.Y = final_metre_height - metreHeight;
metreSprite.Y = -metre.Y;
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}
private const int total_bars = 10;
private float getMetreHeight(float progress)
{
progress *= 100;
// the spinner should still blink at 100% progress.
if (!spinnerNoBlink)
progress = Math.Min(99, progress);
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int barCount = (int)progress / 10;
if (!spinnerNoBlink && RNG.NextBool(((int)progress % 10) / 10f))
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barCount++;
return (float)barCount / total_bars * final_metre_height;
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}
}
}