2022-06-29 16:23:35 +08:00
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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2022-07-04 04:51:30 +08:00
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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2022-07-04 04:51:30 +08:00
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
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{
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public class DefaultFollowCircle : CompositeDrawable
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{
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[Resolved(canBeNull: true)]
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private DrawableHitObject? parentObject { get; set; }
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public DefaultFollowCircle()
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{
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Alpha = 0f;
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RelativeSizeAxes = Axes.Both;
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InternalChild = new CircularContainer
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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BorderThickness = 5,
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BorderColour = Color4.Orange,
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Blending = BlendingParameters.Additive,
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Child = new Box
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{
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Colour = Color4.Orange,
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RelativeSizeAxes = Axes.Both,
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Alpha = 0.2f,
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}
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};
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}
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2022-07-04 04:51:30 +08:00
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[BackgroundDependencyLoader]
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private void load()
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{
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if (parentObject != null)
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{
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var slider = (DrawableSlider)parentObject;
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slider.Tracking.BindValueChanged(trackingChanged, true);
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}
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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if (parentObject != null)
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{
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parentObject.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(parentObject, parentObject.State.Value);
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}
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}
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private void trackingChanged(ValueChangedEvent<bool> tracking)
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{
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const float scale_duration = 300f;
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const float fade_duration = 300f;
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this.ScaleTo(tracking.NewValue ? DrawableSliderBall.FOLLOW_AREA : 1f, scale_duration, Easing.OutQuint)
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.FadeTo(tracking.NewValue ? 1f : 0, fade_duration, Easing.OutQuint);
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}
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private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState state)
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{
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if (drawableObject is not DrawableSlider)
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return;
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const float fade_time = 450f;
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
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// intentionally pile on an extra FadeOut to make it happen much faster.
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this.FadeOut(fade_time / 4, Easing.Out);
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}
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}
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}
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