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119 lines
4.1 KiB
C#
119 lines
4.1 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Catch.Skinning.Default;
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using osu.Game.Rulesets.Catch.UI;
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using osuTK;
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namespace osu.Game.Rulesets.Catch.Skinning.Argon
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{
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internal class ArgonDropletPiece : CatchHitObjectPiece
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{
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protected override Drawable HyperBorderPiece => hyperBorderPiece;
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private Drawable hyperBorderPiece = null!;
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private Container layers = null!;
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private float rotationRandomness;
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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RelativeSizeAxes = Axes.Both;
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const float droplet_scale_down = 0.5f;
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InternalChildren = new[]
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{
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new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Size = new Vector2(20),
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},
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layers = new Container
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{
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Scale = new Vector2(droplet_scale_down),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Blending = BlendingParameters.Additive,
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Alpha = 0.15f,
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Texture = getTexture("A")
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},
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new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Blending = BlendingParameters.Additive,
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Alpha = 0.5f,
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Scale = new Vector2(0.8f),
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Texture = getTexture("A")
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},
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}
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},
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hyperBorderPiece = new Sprite
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{
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Scale = new Vector2(droplet_scale_down),
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Colour = Catcher.DEFAULT_HYPER_DASH_COLOUR,
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Blending = BlendingParameters.Additive,
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Alpha = 0.15f,
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Texture = getTexture("A"),
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},
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};
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Texture getTexture(string type) => textures.Get($"Gameplay/catch/blob-{type}{RNG.Next(1, 7)}");
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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AccentColour.BindValueChanged(colour =>
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{
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foreach (var sprite in layers)
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sprite.Colour = colour.NewValue;
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}, true);
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rotationRandomness = RNG.NextSingle(0.2f, 1);
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}
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protected override void Update()
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{
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base.Update();
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// Note that droplets are rotated at a higher level, so this is mostly just to create more
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// random arrangements of the multiple layers than actually rotate.
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//
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// Because underlying rotation is always clockwise, we apply anti-clockwise resistance to avoid
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// making things spin too fast.
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for (int i = 0; i < layers.Count; i++)
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{
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layers[i].Rotation -=
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// Layers are ordered from largest to smallest. Smaller layers should rotate more.
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(i * 4)
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* (float)Clock.ElapsedFrameTime
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* 0.2f * rotationRandomness
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// Each layer should alternate rotation direction.
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* (i % 2 == 1 ? 0.5f : 1);
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}
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}
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}
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}
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