1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 23:07:44 +08:00
osu-lazer/osu.Game.Rulesets.Osu/Skinning/LegacyOldStyleSpinner.cs

133 lines
4.9 KiB
C#
Raw Normal View History

2020-07-29 21:31:18 +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.
2020-07-30 11:32:19 +08:00
using System;
2020-07-29 21:31:18 +08:00
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
2020-07-30 11:32:19 +08:00
using osu.Framework.Utils;
2020-07-29 21:31:18 +08:00
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
2020-07-29 21:31:18 +08:00
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
2020-07-30 11:08:04 +08:00
using osuTK;
2020-07-29 21:31:18 +08:00
namespace osu.Game.Rulesets.Osu.Skinning
{
2020-07-30 09:35:48 +08:00
/// <summary>
/// Legacy skinned spinner with one main spinning layer and a background layer.
/// </summary>
public class LegacyOldStyleSpinner : LegacySpinner
2020-07-29 21:31:18 +08:00
{
private Sprite disc;
private Sprite metreSprite;
2020-07-30 11:32:19 +08:00
private Container metre;
2020-07-29 21:31:18 +08:00
private bool spinnerBlink;
private const float final_metre_height = 692 * SPRITE_SCALE;
2020-07-30 11:50:27 +08:00
2020-07-29 21:31:18 +08:00
[BackgroundDependencyLoader]
private void load(ISkinSource source)
2020-07-29 21:31:18 +08:00
{
2020-10-01 19:09:09 +08:00
spinnerBlink = source.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.SpinnerNoBlink)?.Value != true;
AddInternal(new Container
2020-07-29 21:31:18 +08:00
{
// the old-style spinner relied heavily on absolute screen-space coordinate values.
// wrap everything in a container simulating absolute coords to preserve alignment
// as there are skins that depend on it.
Width = 640,
Height = 480,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
2020-07-30 11:32:19 +08:00
{
new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-background"),
Scale = new Vector2(SPRITE_SCALE)
},
disc = new Sprite
2020-07-30 11:32:19 +08:00
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = source.GetTexture("spinner-circle"),
Scale = new Vector2(SPRITE_SCALE)
2020-07-30 11:32:19 +08:00
},
metre = new Container
{
AutoSizeAxes = Axes.Both,
// this anchor makes no sense, but that's what stable uses.
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
// adjustment for stable (metre has additional offset)
Margin = new MarginPadding { Top = 20 },
Masking = true,
Child = metreSprite = new Sprite
{
Texture = source.GetTexture("spinner-metre"),
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
Scale = new Vector2(SPRITE_SCALE)
}
}
2020-07-29 21:31:18 +08:00
}
});
2020-07-29 21:31:18 +08:00
}
protected override void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
2020-07-29 21:31:18 +08:00
{
base.UpdateStateTransforms(drawableHitObject, state);
2020-07-29 21:31:18 +08:00
if (!(drawableHitObject is DrawableSpinner d))
2020-10-01 19:38:47 +08:00
return;
Spinner spinner = d.HitObject;
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
this.FadeOut();
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
this.FadeInFromZero(spinner.TimeFadeIn / 2);
2020-07-29 21:31:18 +08:00
}
protected override void Update()
{
base.Update();
disc.Rotation = DrawableSpinner.RotationTracker.Rotation;
// careful: need to call this exactly once for all calculations in a frame
// as the function has a random factor in it
var metreHeight = getMetreHeight(DrawableSpinner.Progress);
// hack to make the metre blink up from below than down from above.
// move down the container to be able to apply masking for the metre,
// and then move the sprite back up the same amount to keep its position absolute.
metre.Y = final_metre_height - metreHeight;
metreSprite.Y = -metre.Y;
2020-07-30 11:32:19 +08:00
}
private const int total_bars = 10;
private float getMetreHeight(float progress)
{
progress *= 100;
// the spinner should still blink at 100% progress.
if (spinnerBlink)
progress = Math.Min(99, progress);
2020-07-30 11:32:19 +08:00
int barCount = (int)progress / 10;
if (spinnerBlink && RNG.NextBool(((int)progress % 10) / 10f))
2020-07-30 11:32:19 +08:00
barCount++;
return (float)barCount / total_bars * final_metre_height;
2020-07-29 21:31:18 +08:00
}
}
}