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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyTaikoScroller.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 System.Linq;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Scoring;
using osu.Game.Screens.Play;
using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public class LegacyTaikoScroller : CompositeDrawable
{
public Bindable<JudgementResult> LastResult = new Bindable<JudgementResult>();
public LegacyTaikoScroller()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader(true)]
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private void load(GameplayState gameplayState)
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{
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if (gameplayState != null)
((IBindable<JudgementResult>)LastResult).BindTo(gameplayState.LastJudgementResult);
}
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private bool passing;
protected override void LoadComplete()
{
base.LoadComplete();
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LastResult.BindValueChanged(result =>
{
var r = result.NewValue;
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// always ignore hitobjects that don't affect combo (drumroll ticks etc.)
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if (r?.Type.AffectsCombo() == false)
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return;
passing = r == null || r.IsHit;
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foreach (var sprite in InternalChildren.OfType<ScrollerSprite>())
sprite.Passing = passing;
}, true);
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}
protected override void Update()
{
base.Update();
// store X before checking wide enough so if we perform layout there is no positional discrepancy.
float currentX = (InternalChildren.FirstOrDefault()?.X ?? 0) - (float)Clock.ElapsedFrameTime * 0.1f;
// ensure we have enough sprites
if (!InternalChildren.Any()
|| InternalChildren.First().ScreenSpaceDrawQuad.Width * InternalChildren.Count < ScreenSpaceDrawQuad.Width * 2)
AddInternal(new ScrollerSprite { Passing = passing });
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var first = InternalChildren.First();
var last = InternalChildren.Last();
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foreach (var sprite in InternalChildren)
{
// add the x coordinates and perform re-layout on all sprites as spacing may change with gameplay scale.
sprite.X = currentX;
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currentX += sprite.DrawWidth;
}
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if (first.ScreenSpaceDrawQuad.TopLeft.X >= ScreenSpaceDrawQuad.TopLeft.X)
{
foreach (var internalChild in InternalChildren)
internalChild.X -= first.DrawWidth;
}
if (last.ScreenSpaceDrawQuad.TopRight.X <= ScreenSpaceDrawQuad.TopRight.X)
{
foreach (var internalChild in InternalChildren)
internalChild.X += first.DrawWidth;
}
}
private class ScrollerSprite : CompositeDrawable
{
private Sprite passingSprite;
private Sprite failingSprite;
private bool passing = true;
public bool Passing
{
get => passing;
set
{
if (value == passing)
return;
passing = value;
if (IsLoaded)
updatePassing();
}
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
AutoSizeAxes = Axes.X;
RelativeSizeAxes = Axes.Y;
FillMode = FillMode.Fit;
InternalChildren = new Drawable[]
{
passingSprite = new Sprite { Texture = skin.GetTexture("taiko-slider") },
failingSprite = new Sprite { Texture = skin.GetTexture("taiko-slider-fail"), Alpha = 0 },
};
updatePassing();
}
protected override void Update()
{
base.Update();
foreach (var c in InternalChildren)
c.Scale = new Vector2(DrawHeight / c.Height);
}
private void updatePassing()
{
if (passing)
{
passingSprite.Show();
failingSprite.FadeOut(200);
}
else
{
failingSprite.FadeIn(200);
passingSprite.Delay(200).FadeOut();
}
}
}
}
}