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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Default/CirclePiece.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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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
using osu.Framework.Graphics.Shapes;
using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
using osu.Game.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Objects;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Taiko.Skinning.Default
{
/// <summary>
/// A circle piece which is used uniformly through osu!taiko to visualise hitobjects.
/// <para>
/// Note that this can actually be non-circle if the width is changed. See <see cref="ElongatedCirclePiece"/>
/// for a usage example.
/// </para>
/// </summary>
public abstract partial class CirclePiece : BeatSyncedContainer, IHasAccentColour
{
public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_SIZE;
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public const float SYMBOL_BORDER = 8;
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private const double pre_beat_transition_time = 80;
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private const float kiai_flash_opacity = 0.15f;
[Resolved]
private DrawableHitObject drawableHitObject { get; set; } = null!;
private Color4 accentColour;
/// <summary>
/// The colour of the inner circle and outer glows.
/// </summary>
public Color4 AccentColour
{
get => accentColour;
set
{
accentColour = value;
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background.Colour = AccentColour;
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resetEdgeEffects();
}
}
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private bool kiaiMode;
/// <summary>
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/// Whether Kiai mode effects are enabled for this circle piece.
/// </summary>
public bool KiaiMode
{
get => kiaiMode;
set
{
kiaiMode = value;
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resetEdgeEffects();
}
}
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protected override Container<Drawable> Content => content;
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private readonly Container content;
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private readonly Container background;
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private readonly Box flashBox;
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protected CirclePiece()
{
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RelativeSizeAxes = Axes.Both;
EarlyActivationMilliseconds = pre_beat_transition_time;
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AddRangeInternal(new Drawable[]
{
background = new CircularContainer
{
Name = "Background",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Children = new Drawable[]
{
new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
},
new Triangles
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
ColourLight = Color4.White,
ColourDark = Color4.White.Darken(0.1f)
}
}
},
new CircularContainer
{
Name = "Ring",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
BorderThickness = 8,
BorderColour = Color4.White,
Masking = true,
Children = new[]
{
flashBox = new Box
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
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Blending = BlendingParameters.Additive,
Alpha = 0,
AlwaysPresent = true
}
}
},
content = new Container
{
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Name = "Content",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
}
});
}
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protected override void LoadComplete()
{
base.LoadComplete();
drawableHitObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableHitObject, drawableHitObject.State.Value);
}
private void updateStateTransforms(DrawableHitObject h, ArmedState state)
{
if (h.HitObject is not Hit)
return;
switch (state)
{
case ArmedState.Hit:
using (BeginAbsoluteSequence(h.HitStateUpdateTime))
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flashBox.FadeTo(0.9f).FadeOut(300);
break;
}
}
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private const float edge_alpha_kiai = 0.5f;
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private void resetEdgeEffects()
{
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background.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
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Colour = AccentColour.Opacity(KiaiMode ? edge_alpha_kiai : 1f),
Radius = KiaiMode ? 32 : 8
};
}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes)
{
if (!effectPoint.KiaiMode)
return;
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if (drawableHitObject.State.Value == ArmedState.Idle)
{
flashBox
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.FadeTo(kiai_flash_opacity)
.Then()
.FadeOut(timingPoint.BeatLength * 0.75, Easing.OutSine);
}
if (beatIndex % timingPoint.TimeSignature.Numerator != 0)
return;
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double duration = timingPoint.BeatLength * 2;
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background
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.FadeEdgeEffectTo(1, pre_beat_transition_time, Easing.OutQuint)
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.Then()
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.FadeEdgeEffectTo(edge_alpha_kiai, duration, Easing.OutQuint);
}
}
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}