1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-17 10:55:45 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Skinning/LegacySliderBody.cs

57 lines
2.2 KiB
C#
Raw Normal View History

2019-12-17 17:16:25 +08:00
// 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.Extensions.Color4Extensions;
2020-01-09 12:43:44 +08:00
using osu.Framework.Utils;
using osu.Game.Rulesets.Osu.Objects;
2019-12-17 17:16:25 +08:00
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning
{
public class LegacySliderBody : PlaySliderBody
2019-12-17 17:16:25 +08:00
{
protected override DrawableSliderPath CreateSliderPath() => new LegacyDrawableSliderPath();
private class LegacyDrawableSliderPath : DrawableSliderPath
{
private const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
2019-12-18 12:37:37 +08:00
public new Color4 AccentColour => new Color4(base.AccentColour.R, base.AccentColour.G, base.AccentColour.B, base.AccentColour.A * 0.70f);
2019-12-17 17:16:25 +08:00
protected override Color4 ColourAt(float position)
{
2019-12-18 12:37:37 +08:00
float realBorderPortion = shadow_portion + CalculatedBorderPortion;
float realGradientPortion = 1 - realBorderPortion;
if (position <= shadow_portion)
return new Color4(0f, 0f, 0f, 0.25f * position / shadow_portion);
if (position <= realBorderPortion)
2019-12-17 17:16:25 +08:00
return BorderColour;
2019-12-18 12:37:37 +08:00
position -= realBorderPortion;
2019-12-17 17:16:25 +08:00
Color4 outerColour = AccentColour.Darken(0.1f);
Color4 innerColour = lighten(AccentColour, 0.5f);
2019-12-18 12:37:37 +08:00
return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1);
2019-12-17 17:16:25 +08:00
}
/// <summary>
/// Lightens a colour in a way more friendly to dark or strong colours.
/// </summary>
private static Color4 lighten(Color4 color, float amount)
{
amount *= 0.5f;
return new Color4(
Math.Min(1, color.R * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.G * (1 + 0.5f * amount) + 1 * amount),
Math.Min(1, color.B * (1 + 0.5f * amount) + 1 * amount),
color.A);
}
}
}
}