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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyKiaiGlow.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 osu.Framework.Allocation;
using osu.Framework.Audio.Track;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
internal partial class LegacyKiaiGlow : BeatSyncedContainer
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{
private bool isKiaiActive;
[BackgroundDependencyLoader(true)]
private void load(ISkinSource skin, HealthProcessor? healthProcessor)
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{
Alpha = 0;
Child = new Sprite
{
Texture = skin.GetTexture("taiko-glow"),
Origin = Anchor.Centre,
Anchor = Anchor.Centre,
Scale = new Vector2(0.7f),
Colour = new Colour4(255, 228, 0, 255),
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};
if (healthProcessor != null)
healthProcessor.NewJudgement += onNewJudgement;
}
private void onNewJudgement(JudgementResult result)
{
if (!result.IsHit || !isKiaiActive)
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return;
this.ScaleTo(1.2f).Then()
.ScaleTo(1f, 80, Easing.OutQuad);
}
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (effectPoint.KiaiMode == isKiaiActive)
return;
isKiaiActive = effectPoint.KiaiMode;
if (isKiaiActive)
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this.FadeIn(180);
else
this.FadeOut(180);
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}
}
}