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osu-lazer/osu.Game.Rulesets.Osu/Objects/Drawables/DrawableOsuJudgement.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.
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#nullable disable
using osu.Framework.Allocation;
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using osu.Framework.Graphics;
using osu.Game.Configuration;
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using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
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public partial class DrawableOsuJudgement : DrawableJudgement
{
internal SkinnableLighting Lighting { get; private set; }
[Resolved]
private OsuConfigManager config { get; set; }
[BackgroundDependencyLoader]
private void load()
{
AddInternal(Lighting = new SkinnableLighting
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Blending = BlendingParameters.Additive,
Depth = float.MaxValue,
Alpha = 0
});
}
protected override void PrepareForUse()
{
base.PrepareForUse();
Lighting.ResetAnimation();
Lighting.SetColourFrom(JudgedObject, Result);
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if (JudgedObject?.HitObject is OsuHitObject osuObject)
{
Position = osuObject.StackedEndPosition;
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Scale = new Vector2(osuObject.Scale);
}
}
protected override void ApplyHitAnimations()
{
bool hitLightingEnabled = config.Get<bool>(OsuSetting.HitLighting);
Lighting.Alpha = 0;
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if (hitLightingEnabled)
{
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// todo: this animation changes slightly based on new/old legacy skin versions.
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Lighting.ScaleTo(0.8f).ScaleTo(1.2f, 600, Easing.Out);
Lighting.FadeIn(200).Then().Delay(200).FadeOut(1000);
// extend the lifetime to cover lighting fade
LifetimeEnd = Lighting.LatestTransformEndTime;
}
base.ApplyHitAnimations();
}
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protected override Drawable CreateDefaultJudgement(HitResult result) => new OsuJudgementPiece(result);
private partial class OsuJudgementPiece : DefaultJudgementPiece
{
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public OsuJudgementPiece(HitResult result)
: base(result)
{
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}
public override void PlayAnimation()
{
if (Result != HitResult.Miss)
{
JudgementText
.ScaleTo(new Vector2(0.8f, 1))
.ScaleTo(new Vector2(1.2f, 1), 1800, Easing.OutQuint);
}
base.PlayAnimation();
}
}
}
}