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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonJudgementPiece.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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
{
public partial class ArgonJudgementPiece : TextJudgementPiece, IAnimatableJudgement
{
private RingExplosion? ringExplosion;
[Resolved]
private OsuColour colours { get; set; } = null!;
public ArgonJudgementPiece(HitResult result)
: base(result)
{
RelativePositionAxes = Axes.Both;
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load()
{
if (Result.IsHit())
{
AddInternal(ringExplosion = new RingExplosion(Result)
{
Colour = colours.ForHitResult(Result),
RelativePositionAxes = Axes.Y,
});
}
}
protected override SpriteText CreateJudgementText() =>
new OsuSpriteText
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Blending = BlendingParameters.Additive,
Spacing = new Vector2(10, 0),
RelativePositionAxes = Axes.Both,
Font = OsuFont.Default.With(size: 20, weight: FontWeight.Regular),
};
/// <summary>
/// Plays the default animation for this judgement piece.
/// </summary>
/// <remarks>
/// The base implementation only handles fade (for all result types) and misses.
/// Individual rulesets are recommended to implement their appropriate hit animations.
/// </remarks>
public virtual void PlayAnimation()
{
const double duration = 800;
switch (Result)
{
default:
JudgementText.MoveToY(-0.6f)
.MoveToY(-1.0f, duration, Easing.OutQuint);
JudgementText
.ScaleTo(Vector2.One)
.ScaleTo(new Vector2(1.4f), duration, Easing.OutQuint);
break;
case HitResult.Miss:
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
JudgementText.MoveTo(Vector2.Zero);
JudgementText.MoveToOffset(new Vector2(0, 100), duration, Easing.InQuint);
this.RotateTo(0);
this.RotateTo(40, duration, Easing.InQuint);
break;
}
this.FadeOutFromOne(duration, Easing.OutQuint);
ringExplosion?.PlayAnimation();
}
public Drawable? GetAboveHitObjectsProxiedContent() => null;
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private partial class RingExplosion : CompositeDrawable
{
private readonly float travel = 58;
public RingExplosion(HitResult result)
{
const float thickness = 4;
const float small_size = 9;
const float large_size = 14;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Blending = BlendingParameters.Additive;
int countSmall = 0;
int countLarge = 0;
switch (result)
{
case HitResult.Meh:
countSmall = 3;
travel *= 0.3f;
break;
case HitResult.Ok:
case HitResult.Good:
countSmall = 4;
travel *= 0.6f;
break;
case HitResult.Great:
case HitResult.Perfect:
countSmall = 4;
countLarge = 4;
break;
}
for (int i = 0; i < countSmall; i++)
AddInternal(new RingPiece(thickness) { Size = new Vector2(small_size) });
for (int i = 0; i < countLarge; i++)
AddInternal(new RingPiece(thickness) { Size = new Vector2(large_size) });
}
public void PlayAnimation()
{
foreach (var c in InternalChildren)
{
const float start_position_ratio = 0.6f;
float direction = RNG.NextSingle(0, 360);
float distance = RNG.NextSingle(travel / 2, travel);
c.MoveTo(new Vector2(
MathF.Cos(direction) * distance * start_position_ratio,
MathF.Sin(direction) * distance * start_position_ratio
));
c.MoveTo(new Vector2(
MathF.Cos(direction) * distance,
MathF.Sin(direction) * distance
), 600, Easing.OutQuint);
}
this.FadeOutFromOne(1000, Easing.OutQuint);
}
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public partial class RingPiece : CircularContainer
{
public RingPiece(float thickness = 9)
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Masking = true;
BorderThickness = thickness;
BorderColour = Color4.White;
Child = new Box
{
AlwaysPresent = true,
Alpha = 0,
RelativeSizeAxes = Axes.Both
};
}
}
}
}
}