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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 System ;
using osu.Framework.Allocation ;
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using osu.Framework.Bindables ;
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using osu.Framework.Extensions.Color4Extensions ;
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using osu.Framework.Graphics ;
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using osu.Framework.Graphics.Colour ;
using osu.Framework.Graphics.Containers ;
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using osu.Framework.Graphics.Shapes ;
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using osu.Framework.Utils ;
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using osu.Game.Configuration ;
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using osu.Game.Graphics ;
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using osu.Game.Rulesets.Scoring ;
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using osuTK.Graphics ;
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namespace osu.Game.Screens.Play.HUD
{
/// <summary>
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/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="low_health_threshold"/>.
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/// </summary>
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public class FailingLayer : HealthDisplay
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{
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/// <summary>
/// Whether the current player health should be shown on screen.
/// </summary>
public readonly Bindable < bool > ShowHealth = new Bindable < bool > ( ) ;
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private const float max_alpha = 0.4f ;
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private const int fade_time = 400 ;
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private const float gradient_size = 0.3f ;
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/// <summary>
/// The threshold under which the current player life should be considered low and the layer should start fading in.
/// </summary>
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private const double low_health_threshold = 0.20f ;
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private readonly Container boxes ;
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private Bindable < bool > fadePlayfieldWhenHealthLow ;
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private HealthProcessor healthProcessor ;
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public FailingLayer ( )
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{
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RelativeSizeAxes = Axes . Both ;
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Children = new Drawable [ ]
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{
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boxes = new Container
{
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Alpha = 0 ,
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Blending = BlendingParameters . Additive ,
RelativeSizeAxes = Axes . Both ,
Children = new Drawable [ ]
{
new Box
{
RelativeSizeAxes = Axes . Both ,
Colour = ColourInfo . GradientVertical ( Color4 . White , Color4 . White . Opacity ( 0 ) ) ,
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Height = gradient_size ,
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} ,
new Box
{
RelativeSizeAxes = Axes . Both ,
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Height = gradient_size ,
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Colour = ColourInfo . GradientVertical ( Color4 . White . Opacity ( 0 ) , Color4 . White ) ,
Anchor = Anchor . BottomLeft ,
Origin = Anchor . BottomLeft ,
} ,
}
} ,
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} ;
}
[BackgroundDependencyLoader]
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private void load ( OsuColour color , OsuConfigManager config )
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{
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boxes . Colour = color . Red ;
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fadePlayfieldWhenHealthLow = config . GetBindable < bool > ( OsuSetting . FadePlayfieldWhenHealthLow ) ;
fadePlayfieldWhenHealthLow . BindValueChanged ( _ = > updateState ( ) ) ;
ShowHealth . BindValueChanged ( _ = > updateState ( ) ) ;
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}
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protected override void LoadComplete ( )
{
base . LoadComplete ( ) ;
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updateState ( ) ;
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}
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public override void BindHealthProcessor ( HealthProcessor processor )
{
base . BindHealthProcessor ( processor ) ;
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healthProcessor = processor ;
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updateState ( ) ;
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}
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private void updateState ( )
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{
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// Don't display ever if the ruleset is not using a draining health display.
var showLayer = healthProcessor is DrainingHealthProcessor & & fadePlayfieldWhenHealthLow . Value & & ShowHealth . Value ;
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this . FadeTo ( showLayer ? 1 : 0 , fade_time , Easing . OutQuint ) ;
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}
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protected override void Update ( )
{
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double target = Math . Clamp ( max_alpha * ( 1 - Current . Value / low_health_threshold ) , 0 , max_alpha ) ;
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boxes . Alpha = ( float ) Interpolation . Lerp ( boxes . Alpha , target , Clock . ElapsedFrameTime * 0.01f ) ;
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base . Update ( ) ;
}
}
}