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osu-lazer/osu.Game/Skinning/LegacyJudgementPieceNew.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 System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Animations;
using osu.Framework.Graphics.Containers;
using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Skinning
{
public class LegacyJudgementPieceNew : CompositeDrawable, IAnimatableJudgement
{
private readonly HitResult result;
private readonly LegacyJudgementPieceOld temporaryOldStyle;
private readonly Drawable mainPiece;
public LegacyJudgementPieceNew(HitResult result, Func<Drawable> createMainDrawable, Func<Drawable> createParticleDrawable)
{
this.result = result;
AutoSizeAxes = Axes.Both;
Origin = Anchor.Centre;
InternalChildren = new[]
{
mainPiece = createMainDrawable().With(d =>
{
d.Anchor = Anchor.Centre;
d.Origin = Anchor.Centre;
})
};
if (result != HitResult.Miss)
{
//new judgement shows old as a temporary effect
AddInternal(temporaryOldStyle = new LegacyJudgementPieceOld(result, createMainDrawable, 1.05f)
{
Blending = BlendingParameters.Additive,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
});
}
}
public void PlayAnimation()
{
var animation = mainPiece as IFramedAnimation;
animation?.GotoFrame(0);
const double fade_in_length = 120;
const double fade_out_delay = 500;
const double fade_out_length = 600;
this.FadeInFromZero(fade_in_length);
this.Delay(fade_out_delay).FadeOut(fade_out_length);
// new style non-miss judgements show the original style temporarily, with additive colour.
if (temporaryOldStyle != null)
{
temporaryOldStyle.PlayAnimation();
temporaryOldStyle.Hide();
temporaryOldStyle.Delay(-16)
.FadeTo(0.5f, 56, Easing.Out).Then()
.FadeOut(300);
}
// legacy judgements don't play any transforms if they are an animation.
if (animation?.FrameCount > 1)
return;
switch (result)
{
case HitResult.Miss:
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
//todo: this only applies to osu! ruleset apparently.
this.MoveTo(new Vector2(0, -2));
this.MoveToOffset(new Vector2(0, 20), fade_out_delay + fade_out_length, Easing.In);
float rotation = RNG.NextSingle(-8.6f, 8.6f);
this.RotateTo(0);
this.RotateTo(rotation, fade_in_length)
.Then().RotateTo(rotation * 2, fade_out_delay + fade_out_length - fade_in_length, Easing.In);
break;
default:
mainPiece.ScaleTo(0.9f);
mainPiece.ScaleTo(1.05f, fade_out_delay + fade_out_length);
break;
}
}
}
}