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osu-lazer/osu.Game/Beatmaps/Objects/Osu/Drawable/DrawableCircle.cs

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//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Framework.Graphics.Transformations;
using osu.Framework.Input;
using osu.Framework.MathUtils;
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using OpenTK;
namespace osu.Game.Beatmaps.Objects.Osu.Drawable
{
public class DrawableCircle : DrawableHitObject
{
private Sprite approachCircle;
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private CircleLayer circle;
private RingLayer ring;
private FlashLayer flash;
private ExplodeLayer explode;
private NumberLayer number;
private GlowLayer glow;
private OsuBaseHit h;
public DrawableCircle(Circle h) : base(h)
{
this.h = h;
Origin = Anchor.Centre;
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RelativePositionAxes = Axes.Both;
Position = new Vector2(h.Position.X / 512, h.Position.Y / 384);
Children = new Framework.Graphics.Drawable[]
{
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glow = new GlowLayer
{
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Colour = h.Colour
},
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circle = new CircleLayer
{
Colour = h.Colour,
Hit = Hit,
},
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number = new NumberLayer(),
ring = new RingLayer(),
flash = new FlashLayer(),
explode = new ExplodeLayer
{
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Colour = h.Colour,
},
approachCircle = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Colour = h.Colour
}
};
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//may not be so correct
Size = circle.DrawSize;
}
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protected override void Load(BaseGame game)
{
base.Load(game);
approachCircle.Texture = game.Textures.Get(@"Play/osu/approachcircle@2x");
}
protected override void LoadComplete()
{
base.LoadComplete();
//force application of the state that was set before we loaded.
UpdateState(State);
}
protected override void UpdateState(ArmedState state)
{
if (!IsLoaded) return;
Flush(true); //move to DrawableHitObject
double t = HitTime ?? h.StartTime;
//sane defaults
ring.Alpha = circle.Alpha = number.Alpha = approachCircle.Alpha = glow.Alpha = 1;
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explode.Alpha = 0;
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Scale = Vector2.One;
//always-present transforms
Transforms.Add(new TransformAlpha { StartTime = t - 1000, EndTime = t - 800, StartValue = 0, EndValue = 1 });
approachCircle.Transforms.Add(new TransformScale { StartTime = t - 1000, EndTime = t, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
//set transform delay to t==hitTime
Delay(t - Time.Current, true);
approachCircle.FadeOut();
glow.FadeOut(400);
switch (state)
{
case ArmedState.Disarmed:
Delay(h.Duration + 200);
FadeOut(200);
break;
case ArmedState.Armed:
const double flash_in = 30;
flash.FadeTo(0.8f, flash_in);
flash.Delay(flash_in);
flash.FadeOut(100);
explode.FadeIn(flash_in);
Delay(flash_in, true);
//after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
FadeOut(800);
ScaleTo(Scale * 1.5f, 400, EasingTypes.OutQuad);
break;
}
}
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private class NumberLayer : Container
{
private Sprite number;
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public NumberLayer()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new[]
{
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number = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Alpha = 1
}
};
}
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protected override void Load(BaseGame game)
{
base.Load(game);
number.Texture = game.Textures.Get(@"Play/osu/number@2x");
}
}
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private class GlowLayer : Container
{
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private Sprite layer;
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public GlowLayer()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new[]
{
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layer = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
BlendingMode = BlendingMode.Additive,
Alpha = 0.5f
}
};
}
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protected override void Load(BaseGame game)
{
base.Load(game);
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layer.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x");
}
}
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private class RingLayer : Container
{
private Sprite ring;
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public RingLayer()
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new Framework.Graphics.Drawable[]
{
ring = new Sprite
{
Anchor = Anchor.Centre,
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Origin = Anchor.Centre
}
};
}
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protected override void Load(BaseGame game)
{
base.Load(game);
ring.Texture = game.Textures.Get(@"Play/osu/ring@2x");
}
}
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private class FlashLayer : Container
{
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public FlashLayer()
{
Size = new Vector2(144);
Masking = true;
CornerRadius = Size.X / 2;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
BlendingMode = BlendingMode.Additive;
Alpha = 0;
Children = new Framework.Graphics.Drawable[]
{
new Box
{
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RelativeSizeAxes = Axes.Both
}
};
}
}
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private class ExplodeLayer : Container
{
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public ExplodeLayer()
{
Size = new Vector2(144);
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
BlendingMode = BlendingMode.Additive;
Alpha = 0;
Children = new Framework.Graphics.Drawable[]
{
new Triangles
{
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RelativeSizeAxes = Axes.Both
}
};
}
}
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private class CircleLayer : Container
{
private Sprite disc;
private Triangles triangles;
public Func<bool> Hit;
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public CircleLayer()
{
Size = new Vector2(144);
Masking = true;
CornerRadius = DrawSize.X / 2;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
Children = new Framework.Graphics.Drawable[]
{
disc = new Sprite
{
Anchor = Anchor.Centre,
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Origin = Anchor.Centre
},
triangles = new Triangles
{
BlendingMode = BlendingMode.Additive,
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RelativeSizeAxes = Axes.Both
}
};
}
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protected override void Load(BaseGame game)
{
base.Load(game);
disc.Texture = game.Textures.Get(@"Play/osu/disc@2x");
}
protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
{
Hit?.Invoke();
return true;
}
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}
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private class Triangles : Container
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{
private Texture tex;
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protected override void Load(BaseGame game)
{
base.Load(game);
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tex = game.Textures.Get(@"Play/osu/triangle@2x");
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for (int i = 0; i < 10; i++)
{
Add(new Sprite
{
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Texture = tex,
Origin = Anchor.Centre,
RelativePositionAxes = Axes.Both,
Position = new Vector2(RNG.NextSingle(), RNG.NextSingle()),
Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
Alpha = RNG.NextSingle() * 0.3f
});
}
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}
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protected override void Update()
{
base.Update();
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foreach (Framework.Graphics.Drawable d in Children)
d.Position -= new Vector2(0, (float)(d.Scale.X * (Time.Elapsed / 2880)));
}
}
}
}