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osu-lazer/osu.Game/Screens/Play/HUD/DefaultHealthDisplay.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
using System;
using osu.Framework.Allocation;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
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using osuTK;
using osuTK.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Skinning;
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namespace osu.Game.Screens.Play.HUD
{
public partial class DefaultHealthDisplay : HealthDisplay, IHasAccentColour, ISerialisableDrawable
{
/// <summary>
/// The base opacity of the glow.
/// </summary>
private const float base_glow_opacity = 0.6f;
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/// <summary>
/// The number of sequential hits required within <see cref="glow_fade_delay"/> to reach the maximum glow opacity.
/// </summary>
private const int glow_max_hits = 8;
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/// <summary>
/// The amount of time to delay before fading the glow opacity back to <see cref="base_glow_opacity"/>.
/// <para>
/// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with <see cref="glow_max_hits"/> hits.
/// </para>
/// </summary>
private const float glow_fade_delay = 100;
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/// <summary>
/// The amount of time to fade the glow to <see cref="base_glow_opacity"/> after <see cref="glow_fade_delay"/>.
/// </summary>
private const double glow_fade_time = 500;
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private readonly Container fill;
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public Color4 AccentColour
{
get => fill.Colour;
set => fill.Colour = value;
}
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private Color4 glowColour;
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public Color4 GlowColour
{
get => glowColour;
set
{
if (glowColour == value)
return;
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glowColour = value;
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fill.EdgeEffect = new EdgeEffectParameters
{
Colour = glowColour.Opacity(base_glow_opacity),
Radius = 8,
Roundness = 4,
Type = EdgeEffectType.Glow,
};
}
}
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public bool UsesFixedAnchor { get; set; }
public DefaultHealthDisplay()
{
const float padding = 20;
const float bar_height = 5;
Size = new Vector2(1, bar_height + padding * 2);
RelativeSizeAxes = Axes.X;
InternalChild = new Container
{
Padding = new MarginPadding { Vertical = padding },
Anchor = Anchor.CentreLeft,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Colour = Color4.Black,
},
fill = new Container
{
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0, 1),
Masking = true,
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
}
}
},
}
};
}
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[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
AccentColour = colours.BlueLighter;
GlowColour = colours.BlueDarker;
}
protected override void Flash(JudgementResult result) => Scheduler.AddOnce(flash);
private void flash()
{
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fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, Easing.OutQuint)
.Delay(glow_fade_delay)
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.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, Easing.OutQuint);
}
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protected override void Update()
{
base.Update();
fill.Width = Interpolation.ValueAt(
Math.Clamp(Clock.ElapsedFrameTime, 0, 200),
fill.Width, (float)Current.Value, 0, 200, Easing.OutQuint);
}
}
}