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osu-lazer/osu.Game.Rulesets.Mania/Skinning/Legacy/LegacyManiaComboCounter.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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning.Legacy
{
public partial class LegacyManiaComboCounter : LegacyComboCounter
{
[BackgroundDependencyLoader]
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private void load(ISkinSource skin)
{
DisplayedCountText.Anchor = Anchor.Centre;
DisplayedCountText.Origin = Anchor.Centre;
PopOutCountText.Anchor = Anchor.Centre;
PopOutCountText.Origin = Anchor.Centre;
PopOutCountText.Colour = skin.GetManiaSkinConfig<Color4>(LegacyManiaSkinConfigurationLookups.ComboBreakColour)?.Value ?? Color4.Red;
}
[Resolved]
private IScrollingInfo scrollingInfo { get; set; } = null!;
private IBindable<ScrollingDirection> direction = null!;
protected override void LoadComplete()
{
base.LoadComplete();
direction = scrollingInfo.Direction.GetBoundCopy();
direction.BindValueChanged(_ => updateAnchor());
// two schedules are required so that updateAnchor is executed in the next frame,
// which is when the combo counter receives its Y position by the default layout in LegacyManiaSkinTransformer.
Schedule(() => Schedule(updateAnchor));
}
private void updateAnchor()
{
// if the anchor isn't a vertical center, set top or bottom anchor based on scroll direction
if (Anchor.HasFlag(Anchor.y1))
return;
Anchor &= ~(Anchor.y0 | Anchor.y2);
Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
// change the sign of the Y coordinate in line with the scrolling direction.
// i.e. if the user changes direction from down to up, the anchor is changed from top to bottom, and the Y is flipped from positive to negative here.
Y = Math.Abs(Y) * (direction.Value == ScrollingDirection.Up ? -1 : 1);
}
protected override void OnCountIncrement()
{
base.OnCountIncrement();
PopOutCountText.Hide();
DisplayedCountText.ScaleTo(new Vector2(1f, 1.4f))
.ScaleTo(new Vector2(1f), 300, Easing.Out)
.FadeIn(120);
}
protected override void OnCountChange()
{
base.OnCountChange();
PopOutCountText.Hide();
DisplayedCountText.ScaleTo(1f);
}
protected override void OnCountRolling()
{
if (DisplayedCount > 0)
{
PopOutCountText.Text = FormatCount(DisplayedCount);
PopOutCountText.FadeTo(0.8f).FadeOut(200)
.ScaleTo(1f).ScaleTo(4f, 200);
DisplayedCountText.FadeTo(0.5f, 300);
}
base.OnCountRolling();
}
}
}