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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableHitCircle.cs

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// Copyright (c) 2007-2018 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using OpenTK;
using osu.Game.Rulesets.Scoring;
using OpenTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
{
public ApproachCircle ApproachCircle;
private readonly CirclePiece circle;
private readonly RingPiece ring;
private readonly FlashPiece flash;
private readonly ExplodePiece explode;
private readonly NumberPiece number;
private readonly GlowPiece glow;
public DrawableHitCircle(HitCircle h)
: base(h)
{
Origin = Anchor.Centre;
Position = HitObject.StackedPosition;
Scale = new Vector2(h.Scale);
InternalChildren = new Drawable[]
{
glow = new GlowPiece(),
circle = new CirclePiece
{
Hit = () =>
{
if (AllJudged)
return false;
UpdateResult(true);
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return true;
},
},
number = new NumberPiece
{
Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
},
ring = new RingPiece(),
flash = new FlashPiece(),
explode = new ExplodePiece(),
ApproachCircle = new ApproachCircle
{
Alpha = 0,
Scale = new Vector2(4),
}
};
//may not be so correct
Size = circle.DrawSize;
HitObject.PositionChanged += _ => Position = HitObject.StackedPosition;
}
public override Color4 AccentColour
{
get { return base.AccentColour; }
set
{
base.AccentColour = value;
explode.Colour = AccentColour;
glow.Colour = AccentColour;
circle.Colour = AccentColour;
ApproachCircle.Colour = AccentColour;
}
}
protected override void CheckForResult(bool userTriggered, double timeOffset)
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{
if (!userTriggered)
{
if (!HitObject.HitWindows.CanBeHit(timeOffset))
ApplyResult(r => r.Type = HitResult.Miss);
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return;
}
var result = HitObject.HitWindows.ResultFor(timeOffset);
if (result == HitResult.None)
{
Shake(Math.Abs(timeOffset) - HitObject.HitWindows.HalfWindowFor(HitResult.Miss));
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return;
}
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ApplyResult(r => r.Type = result);
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}
protected override void UpdatePreemptState()
{
base.UpdatePreemptState();
ApproachCircle.FadeIn(Math.Min(HitObject.TimeFadeIn * 2, HitObject.TimePreempt));
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ApproachCircle.ScaleTo(1.1f, HitObject.TimePreempt);
}
protected override void UpdateCurrentState(ArmedState state)
{
glow.FadeOut(400);
switch (state)
{
case ArmedState.Idle:
this.Delay(HitObject.TimePreempt).FadeOut(500);
Expire(true);
// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
break;
case ArmedState.Miss:
ApproachCircle.FadeOut(50);
this.FadeOut(100);
Expire();
break;
case ArmedState.Hit:
ApproachCircle.FadeOut(50);
const double flash_in = 40;
flash.FadeTo(0.8f, flash_in)
.Then()
.FadeOut(100);
explode.FadeIn(flash_in);
using (BeginDelayedSequence(flash_in, true))
{
//after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
this.FadeOut(800)
.ScaleTo(Scale * 1.5f, 400, Easing.OutQuad);
}
Expire();
break;
}
}
public Drawable ProxiedLayer => ApproachCircle;
}
}