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osu-lazer/osu.Game.Rulesets.Mania/Skinning/Argon/ArgonHoldBodyPiece.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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Shapes;
using osu.Game.Rulesets.Mania.Objects.Drawables;
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using osu.Game.Rulesets.Mania.Skinning.Default;
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using osu.Game.Rulesets.Objects.Drawables;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
/// <summary>
/// Represents length-wise portion of a hold note.
/// </summary>
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public partial class ArgonHoldBodyPiece : CompositeDrawable, IHoldNoteBody
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{
protected readonly Bindable<Color4> AccentColour = new Bindable<Color4>();
protected readonly IBindable<bool> IsHitting = new Bindable<bool>();
private Drawable background = null!;
private Box foreground = null!;
public ArgonHoldBodyPiece()
{
RelativeSizeAxes = Axes.Both;
// Without this, the width of the body will be slightly larger than the head/tail.
Masking = true;
CornerRadius = ArgonNotePiece.CORNER_RADIUS;
Blending = BlendingParameters.Additive;
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}
[BackgroundDependencyLoader(true)]
private void load(DrawableHitObject? drawableObject)
{
InternalChildren = new[]
{
background = new Box { RelativeSizeAxes = Axes.Both },
foreground = new Box
{
RelativeSizeAxes = Axes.Both,
Blending = BlendingParameters.Additive,
Alpha = 0,
},
};
if (drawableObject != null)
{
var holdNote = (DrawableHoldNote)drawableObject;
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AccentColour.BindTo(holdNote.AccentColour);
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IsHitting.BindTo(holdNote.IsHitting);
}
AccentColour.BindValueChanged(colour =>
{
background.Colour = colour.NewValue.Darken(1.2f);
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foreground.Colour = colour.NewValue.Opacity(0.2f);
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}, true);
IsHitting.BindValueChanged(hitting =>
{
const float animation_length = 50;
foreground.ClearTransforms();
if (hitting.NewValue)
{
// wait for the next sync point
double synchronisedOffset = animation_length * 2 - Time.Current % (animation_length * 2);
using (foreground.BeginDelayedSequence(synchronisedOffset))
{
foreground.FadeTo(1, animation_length).Then()
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.FadeTo(0.5f, animation_length)
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.Loop();
}
}
else
{
foreground.FadeOut(animation_length);
}
});
}
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public void Recycle()
{
foreground.ClearTransforms();
foreground.Alpha = 0;
}
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}
}