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https://github.com/ppy/osu.git
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88 lines
2.8 KiB
C#
88 lines
2.8 KiB
C#
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Input.Bindings;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osuTK;
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namespace osu.Game.Rulesets.Pippidon.UI
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{
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public class PippidonCharacter : BeatSyncedContainer, IKeyBindingHandler<PippidonAction>
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{
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public readonly BindableInt LanePosition = new BindableInt
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{
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Value = 0,
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MinValue = 0,
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MaxValue = PippidonPlayfield.LANE_COUNT - 1,
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};
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[BackgroundDependencyLoader]
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private void load(TextureStore textures)
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{
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Size = new Vector2(PippidonPlayfield.LANE_HEIGHT);
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Child = new Sprite
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{
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FillMode = FillMode.Fit,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(1.2f),
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RelativeSizeAxes = Axes.Both,
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Texture = textures.Get("character")
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};
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LanePosition.BindValueChanged(e => { this.MoveToY(e.NewValue * PippidonPlayfield.LANE_HEIGHT); });
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
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{
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if (effectPoint.KiaiMode)
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{
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bool direction = beatIndex % 2 == 1;
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double duration = timingPoint.BeatLength / 2;
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Child.RotateTo(direction ? 10 : -10, duration * 2, Easing.InOutSine);
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Child.Animate(i => i.MoveToY(-10, duration, Easing.Out))
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.Then(i => i.MoveToY(0, duration, Easing.In));
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}
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else
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{
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Child.ClearTransforms();
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Child.RotateTo(0, 500, Easing.Out);
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Child.MoveTo(Vector2.Zero, 500, Easing.Out);
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}
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}
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public bool OnPressed(PippidonAction action)
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{
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switch (action)
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{
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case PippidonAction.MoveUp:
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changeLane(-1);
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return true;
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case PippidonAction.MoveDown:
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changeLane(1);
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return true;
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default:
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return false;
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}
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}
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public void OnReleased(PippidonAction action)
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{
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}
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private void changeLane(int change) => LanePosition.Value = (LanePosition.Value + change + PippidonPlayfield.LANE_COUNT) % PippidonPlayfield.LANE_COUNT;
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}
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}
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