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osu-lazer/osu.Game.Modes.Taiko/Objects/Drawable/Pieces/CirclePiece.cs

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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics.Backgrounds;
using OpenTK.Graphics;
using OpenTK;
using osu.Framework.Graphics.Textures;
using osu.Framework.Allocation;
using System;
namespace osu.Game.Modes.Taiko.Objects.Drawable.Pieces
{
/// <summary>
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
/// <para>
/// The body of this piece will overshoot it by Height/2 on both sides of its length, such that
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/// a regular "circle" is the result of setting Width to 0.
/// </para>
/// <para>
/// Hitobjects that have a length (e.g. DrumRolls) need only to set Width and the extra corner radius will be added internally.
/// </para>
/// </summary>
public class CirclePiece : Container
{
private Color4 accentColour;
/// <summary>
/// The colour of the inner circle and outer glows.
/// </summary>
public Color4 AccentColour
{
get { return accentColour; }
set
{
accentColour = value;
innerBackground.Colour = AccentColour;
triangles.ColourLight = AccentColour;
triangles.ColourDark = AccentColour.Darken(0.1f);
resetEdgeEffects();
}
}
private bool kiaiMode;
/// <summary>
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/// Whether Kiai mode effects are enabled for this circle piece.
/// </summary>
public bool KiaiMode
{
get { return kiaiMode; }
set
{
kiaiMode = value;
resetEdgeEffects();
}
}
public override Anchor Origin
{
get { return Anchor.CentreLeft; }
set { throw new InvalidOperationException($"{nameof(CirclePiece)} must always use CentreLeft origin."); }
}
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public override Vector2 Size => new Vector2(base.Size.X, TaikoHitObject.CIRCLE_RADIUS * 2);
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private readonly Container innerLayer;
private readonly Container innerCircleContainer;
private readonly Box innerBackground;
private readonly Triangles triangles;
private readonly Sprite symbol;
private readonly string symbolName;
public CirclePiece(string symbolName)
{
this.symbolName = symbolName;
// The "inner layer" overshoots the the CirclePiece by Height/2 px on both sides
AddInternal(innerLayer = new Container
{
Name = "Inner Layer",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y,
Children = new Framework.Graphics.Drawable[]
{
innerCircleContainer = new CircularContainer
{
Name = "Inner Circle",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Framework.Graphics.Drawable[]
{
innerBackground = new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
triangles = new Triangles
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
}
}
},
new CircularContainer
{
Name = "Ring",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
BorderThickness = 8,
BorderColour = Color4.White,
Masking = true,
Children = new[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
}
}
},
symbol = new Sprite
{
Name = "Symbol",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both
}
}
});
}
[BackgroundDependencyLoader]
private void load(TextureStore textures)
{
if (!string.IsNullOrEmpty(symbolName))
symbol.Texture = textures.Get($@"Play/Taiko/{symbolName}-symbol");
}
protected override void Update()
{
innerLayer.Width = DrawWidth + DrawHeight;
}
private void resetEdgeEffects()
{
innerCircleContainer.EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = AccentColour,
Radius = KiaiMode ? 50 : 8
};
}
}
}