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osu-lazer/osu.Game.Rulesets.Mania/UI/DefaultHitExplosion.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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Utils;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Mania.Skinning.Default;
using osu.Game.Rulesets.UI.Scrolling;
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using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Mania.UI
{
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public partial class DefaultHitExplosion : CompositeDrawable, IHitExplosion
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{
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private const float default_large_faint_size = 0.8f;
public override bool RemoveWhenNotAlive => true;
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[Resolved]
private Column column { get; set; }
private readonly IBindable<ScrollingDirection> direction = new Bindable<ScrollingDirection>();
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private CircularContainer largeFaint;
private CircularContainer mainGlow1;
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private CircularContainer mainGlow2;
private CircularContainer mainGlow3;
private Bindable<Color4> accentColour;
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public DefaultHitExplosion()
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{
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.X;
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Height = DefaultNotePiece.NOTE_HEIGHT;
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}
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[BackgroundDependencyLoader]
private void load(IScrollingInfo scrollingInfo)
{
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const float angle_variance = 15; // should be less than 45
const float roundness = 80;
const float initial_height = 10;
InternalChildren = new Drawable[]
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{
largeFaint = new CircularContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
// we want our size to be very small so the glow dominates it.
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Size = new Vector2(default_large_faint_size),
Blending = BlendingParameters.Additive,
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},
mainGlow1 = new CircularContainer
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{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
Masking = true,
Blending = BlendingParameters.Additive,
},
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mainGlow2 = new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Size = new Vector2(0.01f, initial_height),
Blending = BlendingParameters.Additive,
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Rotation = RNG.NextSingle(-angle_variance, angle_variance),
},
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mainGlow3 = new CircularContainer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Masking = true,
Size = new Vector2(0.01f, initial_height),
Blending = BlendingParameters.Additive,
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Rotation = RNG.NextSingle(-angle_variance, angle_variance),
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}
};
direction.BindTo(scrollingInfo.Direction);
direction.BindValueChanged(onDirectionChanged, true);
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accentColour = column.AccentColour.GetBoundCopy();
accentColour.BindValueChanged(colour =>
{
largeFaint.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = Interpolation.ValueAt(0.1f, colour.NewValue, Color4.White, 0, 1).Opacity(0.3f),
Roundness = 160,
Radius = 200,
};
mainGlow1.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = Interpolation.ValueAt(0.6f, colour.NewValue, Color4.White, 0, 1),
Roundness = 20,
Radius = 50,
};
mainGlow2.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = Interpolation.ValueAt(0.4f, colour.NewValue, Color4.White, 0, 1),
Roundness = roundness,
Radius = 40,
};
mainGlow3.EdgeEffect = new EdgeEffectParameters
{
Type = EdgeEffectType.Glow,
Colour = Interpolation.ValueAt(0.4f, colour.NewValue, Color4.White, 0, 1),
Roundness = roundness,
Radius = 40,
};
}, true);
}
private void onDirectionChanged(ValueChangedEvent<ScrollingDirection> direction)
{
if (direction.NewValue == ScrollingDirection.Up)
{
Anchor = Anchor.TopCentre;
Y = DefaultNotePiece.NOTE_HEIGHT / 2;
}
else
{
Anchor = Anchor.BottomCentre;
Y = -DefaultNotePiece.NOTE_HEIGHT / 2;
}
}
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public void Animate(JudgementResult result)
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{
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// scale roughly in-line with visual appearance of notes
Vector2 scale = new Vector2(1, 0.6f);
this.ScaleTo(scale);
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largeFaint
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.ResizeTo(default_large_faint_size)
.Then()
.ResizeTo(default_large_faint_size * new Vector2(5, 1), PoolableHitExplosion.DURATION, Easing.OutQuint)
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.FadeOut(PoolableHitExplosion.DURATION * 2);
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mainGlow1
.ScaleTo(1)
.Then()
.ScaleTo(1.4f, PoolableHitExplosion.DURATION, Easing.OutQuint);
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this.FadeOutFromOne(PoolableHitExplosion.DURATION, Easing.Out);
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}
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}
}