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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Legacy/LegacySliderBall.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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{
public class LegacySliderBall : CompositeDrawable
{
private readonly Drawable animationContent;
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private readonly ISkin skin;
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[Resolved(canBeNull: true)]
private DrawableHitObject? parentObject { get; set; }
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private Sprite layerNd = null!;
private Sprite layerSpec = null!;
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public LegacySliderBall(Drawable animationContent, ISkin skin)
{
this.animationContent = animationContent;
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this.skin = skin;
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AutoSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
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private void load()
{
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var ballColour = skin.GetConfig<OsuSkinColour, Color4>(OsuSkinColour.SliderBall)?.Value ?? Color4.White;
InternalChildren = new[]
{
layerNd = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = skin.GetTexture("sliderb-nd"),
Colour = new Color4(5, 5, 5, 255),
},
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LegacyColourCompatibility.ApplyWithDoubledAlpha(animationContent.With(d =>
{
d.Anchor = Anchor.Centre;
d.Origin = Anchor.Centre;
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}), ballColour),
layerSpec = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Texture = skin.GetTexture("sliderb-spec"),
Blending = BlendingParameters.Additive,
},
};
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}
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protected override void LoadComplete()
{
base.LoadComplete();
if (parentObject != null)
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{
parentObject.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(parentObject, parentObject.State.Value);
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}
}
protected override void UpdateAfterChildren()
{
base.UpdateAfterChildren();
//undo rotation on layers which should not be rotated.
float appliedRotation = Parent.Rotation;
layerNd.Rotation = -appliedRotation;
layerSpec.Rotation = -appliedRotation;
}
private void updateStateTransforms(DrawableHitObject drawableObject, ArmedState _)
{
// Gets called by slider ticks, tails, etc., leading to duplicated
// animations which in this case have no visual impact (due to
// instant fade) but may negatively affect performance
if (drawableObject is not DrawableSlider)
return;
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using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
this.FadeIn();
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using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
this.FadeOut();
}
protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
if (parentObject != null)
parentObject.ApplyCustomUpdateState -= updateStateTransforms;
}
}
}