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osu-lazer/osu.Game.Rulesets.Osu/Skinning/LegacyNewStyleSpinner.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.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
using osu.Framework.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning
{
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/// <summary>
/// Legacy skinned spinner with two main spinning layers, one fixed overlay and one final spinning overlay.
/// No background layer.
/// </summary>
public class LegacyNewStyleSpinner : LegacySpinner
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{
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private Sprite glow;
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private Sprite discBottom;
private Sprite discTop;
private Sprite spinningMiddle;
private Sprite fixedMiddle;
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private readonly Color4 glowColour = new Color4(3, 151, 255, 255);
private Container scaleContainer;
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[BackgroundDependencyLoader]
private void load(ISkinSource source)
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{
AddInternal(scaleContainer = new Container
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{
Scale = new Vector2(SPRITE_SCALE),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
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{
glow = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-glow"),
Blending = BlendingParameters.Additive,
Colour = glowColour,
},
discBottom = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-bottom")
},
discTop = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-top")
},
fixedMiddle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-middle")
},
spinningMiddle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-middle2")
}
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}
});
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}
protected override void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
base.UpdateStateTransforms(drawableHitObject, state);
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switch (drawableHitObject)
{
case DrawableSpinner d:
Spinner spinner = d.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
this.FadeOut();
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
this.FadeInFromZero(spinner.TimeFadeIn / 2);
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
{
fixedMiddle.FadeColour(Color4.White);
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using (BeginDelayedSequence(spinner.TimePreempt, true))
fixedMiddle.FadeColour(Color4.Red, spinner.Duration);
}
if (state == ArmedState.Hit)
{
using (BeginAbsoluteSequence(d.HitStateUpdateTime))
glow.FadeOut(300);
}
break;
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case DrawableSpinnerBonusTick _:
if (state == ArmedState.Hit)
glow.FlashColour(Color4.White, 200);
break;
}
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}
protected override void Update()
{
base.Update();
spinningMiddle.Rotation = discTop.Rotation = DrawableSpinner.RotationTracker.Rotation;
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discBottom.Rotation = discTop.Rotation / 3;
glow.Alpha = DrawableSpinner.Progress;
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scaleContainer.Scale = new Vector2(SPRITE_SCALE * (0.8f + (float)Interpolation.ApplyEasing(Easing.Out, DrawableSpinner.Progress) * 0.2f));
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}
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}
}