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osu-lazer/osu.Game.Rulesets.Osu/Skinning/Default/DefaultSpinnerDisc.cs

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C#
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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;
using osu.Framework.Bindables;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Skinning.Default
{
public class DefaultSpinnerDisc : CompositeDrawable
{
private DrawableSpinner drawableSpinner;
private const float initial_scale = 1.3f;
private const float idle_alpha = 0.2f;
private const float tracking_alpha = 0.4f;
private Color4 normalColour;
private Color4 completeColour;
private SpinnerTicks ticks;
private int wholeRotationCount;
private readonly BindableBool complete = new BindableBool();
private SpinnerFill fill;
private Container mainContainer;
private SpinnerCentreLayer centre;
private SpinnerBackgroundLayer background;
public DefaultSpinnerDisc()
{
RelativeSizeAxes = Axes.Both;
// we are slightly bigger than our parent, to clip the top and bottom of the circle
// this should probably be revisited when scaled spinners are a thing.
Scale = new Vector2(initial_scale);
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
}
[BackgroundDependencyLoader]
private void load(OsuColour colours, DrawableHitObject drawableHitObject)
{
drawableSpinner = (DrawableSpinner)drawableHitObject;
normalColour = colours.BlueDark;
completeColour = colours.YellowLight;
InternalChildren = new Drawable[]
{
mainContainer = new Container
{
RelativeSizeAxes = Axes.Both,
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Children = new Drawable[]
{
background = new SpinnerBackgroundLayer(),
fill = new SpinnerFill
{
Alpha = idle_alpha,
AccentColour = normalColour
},
ticks = new SpinnerTicks
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
AccentColour = normalColour
},
}
},
centre = new SpinnerCentreLayer
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
complete.BindValueChanged(complete => updateComplete(complete.NewValue, 200));
drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
updateStateTransforms(drawableSpinner, drawableSpinner.State.Value);
}
protected override void Update()
{
base.Update();
complete.Value = Time.Current >= drawableSpinner.Result.TimeCompleted;
if (complete.Value)
{
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if (checkNewRotationCount)
{
fill.FinishTransforms(false, nameof(Alpha));
fill
.FadeTo(tracking_alpha + 0.2f, 60, Easing.OutExpo)
.Then()
.FadeTo(tracking_alpha, 250, Easing.OutQuint);
}
}
else
{
fill.Alpha = (float)Interpolation.Damp(fill.Alpha, drawableSpinner.RotationTracker.Tracking ? tracking_alpha : idle_alpha, 0.98f, (float)Math.Abs(Clock.ElapsedFrameTime));
}
const float initial_fill_scale = 0.2f;
float targetScale = initial_fill_scale + (1 - initial_fill_scale) * drawableSpinner.Progress;
fill.Scale = new Vector2((float)Interpolation.Lerp(fill.Scale.X, targetScale, Math.Clamp(Math.Abs(Time.Elapsed) / 100, 0, 1)));
mainContainer.Rotation = drawableSpinner.RotationTracker.Rotation;
}
private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
if (!(drawableHitObject is DrawableSpinner))
return;
Spinner spinner = drawableSpinner.HitObject;
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
{
this.ScaleTo(initial_scale);
this.RotateTo(0);
using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
{
// constant ambient rotation to give the spinner "spinning" character.
this.RotateTo((float)(25 * spinner.Duration / 2000), spinner.TimePreempt + spinner.Duration);
}
using (BeginDelayedSequence(spinner.TimePreempt + spinner.Duration + drawableHitObject.Result.TimeOffset, true))
{
switch (state)
{
case ArmedState.Hit:
this.ScaleTo(initial_scale * 1.2f, 320, Easing.Out);
this.RotateTo(mainContainer.Rotation + 180, 320);
break;
case ArmedState.Miss:
this.ScaleTo(initial_scale * 0.8f, 320, Easing.In);
break;
}
}
}
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
{
centre.ScaleTo(0);
mainContainer.ScaleTo(0);
using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
{
centre.ScaleTo(0.3f, spinner.TimePreempt / 4, Easing.OutQuint);
mainContainer.ScaleTo(0.2f, spinner.TimePreempt / 4, Easing.OutQuint);
using (BeginDelayedSequence(spinner.TimePreempt / 2, true))
{
centre.ScaleTo(0.5f, spinner.TimePreempt / 2, Easing.OutQuint);
mainContainer.ScaleTo(1, spinner.TimePreempt / 2, Easing.OutQuint);
}
}
}
// transforms we have from completing the spinner will be rolled back, so reapply immediately.
using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
updateComplete(state == ArmedState.Hit, 0);
}
private void updateComplete(bool complete, double duration)
{
var colour = complete ? completeColour : normalColour;
ticks.FadeAccent(colour.Darken(1), duration);
fill.FadeAccent(colour.Darken(1), duration);
background.FadeAccent(colour, duration);
centre.FadeAccent(colour, duration);
}
private bool checkNewRotationCount
{
get
{
int rotations = (int)(drawableSpinner.Result.RateAdjustedRotation / 360);
if (wholeRotationCount == rotations) return false;
wholeRotationCount = rotations;
return true;
}
}
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protected override void Dispose(bool isDisposing)
{
base.Dispose(isDisposing);
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if (drawableSpinner != null)
drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
}
}