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https://github.com/ppy/osu.git
synced 2024-11-11 15:07:44 +08:00
ModSelect -> ModSelectOverlay, + WaveOverlayContainer, + ModButton selected colours, made song select OnExit not handle closing mod select
This commit is contained in:
parent
4ccfa380f5
commit
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@ -5,24 +5,28 @@ using osu.Framework.Graphics;
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using osu.Game.Overlays.Mods;
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using osu.Framework.GameModes.Testing;
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using osu.Game.Modes;
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using osu.Game.Graphics;
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using osu.Framework.Allocation;
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using osu.Game.Overlays;
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namespace osu.Desktop.VisualTests.Tests
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{
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class TestCaseModSelect : TestCase
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class TestCaseModSelectOverlay : TestCase
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{
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public override string Name => @"Mod Select";
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public override string Description => @"Tests the mod select overlay";
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private ModSelect modSelect;
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private ModSelectOverlay modSelect;
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private WaveOverlayContainer wave;
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public override void Reset()
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{
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base.Reset();
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Add(modSelect = new ModSelect
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Add(modSelect = new ModSelectOverlay
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{
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RelativeSizeAxes = Axes.Both,
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RelativeSizeAxes = Axes.X,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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ModMode = PlayMode.Osu,
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@ -191,7 +191,7 @@
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<Compile Include="Platform\TestStorage.cs" />
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<Compile Include="Tests\TestCaseOptions.cs" />
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<Compile Include="Tests\TestCasePauseOverlay.cs" />
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<Compile Include="Tests\TestCaseModSelect.cs" />
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<Compile Include="Tests\TestCaseModSelectOverlay.cs" />
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</ItemGroup>
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<ItemGroup />
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<ItemGroup />
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@ -215,7 +215,7 @@ namespace osu.Game.Modes
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public override FontAwesome Icon => FontAwesome.fa_osu_mod_autopilot;
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public override string Description(PlayMode mode) => @"Automatic cursor movement - just follow the rhythm.";
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public override double ScoreMultiplier(PlayMode mode) => 0;
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public override bool Ranked(PlayMode mode) => mode == PlayMode.Osu;
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public override bool Ranked(PlayMode mode) => false;
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}
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public class ModPerfect : ModSuddenDeath
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@ -86,6 +86,7 @@ namespace osu.Game
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private void load(OsuColour colours)
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{
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Colour = colours.Blue;
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SelectedColour = colours.BlueLight;
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}
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public AssistedSection(PlayMode mode)
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@ -21,6 +21,7 @@ namespace osu.Game
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private void load(OsuColour colours)
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{
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Colour = colours.Yellow;
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SelectedColour = colours.YellowLight;
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}
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public DifficultyIncreaseSection()
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@ -19,6 +19,7 @@ namespace osu.Game
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private void load(OsuColour colours)
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{
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Colour = colours.Green;
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SelectedColour = colours.GreenLight;
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}
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public DifficultyReductionSection()
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@ -52,6 +52,12 @@ namespace osu.Game.Overlays.Mods
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iconsContainer.RotateTo(Selected ? 5f : 0f, 300, EasingTypes.OutElastic);
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iconsContainer.ScaleTo(Selected ? 1.1f : 1f, 300, EasingTypes.OutElastic);
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for (int i = 0; i < icons.Length; i++)
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{
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// TODO: Find out how to fade between colours here (FadeColour makes the colours look different)
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if (Selected && i == icons.Length - 1) icons[i].Colour = SelectedColour;
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else icons[i].Colour = Colour;
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}
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displaySelectedMod();
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}
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@ -74,8 +80,8 @@ namespace osu.Game.Overlays.Mods
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}
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set
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{
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if (value == backgroundColour) return;
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backgroundColour = value;
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foreach (ModIcon icon in icons)
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{
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icon.Colour = value;
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@ -83,6 +89,21 @@ namespace osu.Game.Overlays.Mods
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}
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}
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private Color4 selectedColour;
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public Color4 SelectedColour
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{
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get
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{
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return selectedColour;
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}
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set
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{
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if (value == selectedColour) return;
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selectedColour = value;
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if (Selected) icons[0].Colour = value;
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}
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}
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private Mod[] mods;
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public Mod[] Mods
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{
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@ -92,6 +113,7 @@ namespace osu.Game.Overlays.Mods
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}
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set
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{
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if (mods == value) return;
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mods = value;
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createIcons();
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if (value.Length > 0)
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@ -102,6 +102,25 @@ namespace osu.Game.Overlays.Mods
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}
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}
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private Color4 selectedColour = Color4.White;
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public Color4 SelectedColour
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{
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get
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{
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return selectedColour;
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}
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set
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{
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if (value == selectedColour) return;
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selectedColour = value;
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foreach (ModButton button in buttons)
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{
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button.SelectedColour = value;
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}
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}
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}
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private void buttonPressed(Mod mod)
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{
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Action?.Invoke(SelectedMods);
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@ -1,7 +1,6 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System.Linq;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics;
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@ -15,20 +14,14 @@ using osu.Game.Graphics;
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using osu.Game.Graphics.Backgrounds;
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using osu.Game.Graphics.Sprites;
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using osu.Game.Modes;
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using System;
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using osu.Framework.Allocation;
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namespace osu.Game.Overlays.Mods
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{
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public class ModSelect : OverlayContainer
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public class ModSelectOverlay : WaveOverlayContainer
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{
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private readonly int waves_duration = 1000;
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private readonly int move_up_duration = 1500;
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private readonly int move_up_delay = 200;
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private readonly int move_out_duration = 500;
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private readonly int button_duration = 1500;
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private readonly int ranked_multiplier_duration = 2000;
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private readonly int button_duration = 800; // 1000
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private readonly int ranked_multiplier_duration = 800; // 1000
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private readonly float content_width = 0.8f;
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private Color4 low_multiplier_colour;
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@ -42,9 +35,13 @@ namespace osu.Game.Overlays.Mods
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private DifficultyReductionSection difficultyReductionSection;
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private DifficultyIncreaseSection difficultyIncreaseSection;
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private AssistedSection assistedSection;
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private Container contentContainer;
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private Container[] waves;
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private ModSection[] sections
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{
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get
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{
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return new ModSection[] { difficultyReductionSection, difficultyIncreaseSection, assistedSection };
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}
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}
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public Bindable<Mod[]> SelectedMods = new Bindable<Mod[]>();
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@ -87,64 +84,35 @@ namespace osu.Game.Overlays.Mods
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}
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}
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protected override void PopIn()
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protected override void TransitionIn()
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{
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FadeIn(move_up_duration, EasingTypes.OutQuint);
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rankedMultiplerContainer.MoveToX(0, ranked_multiplier_duration, EasingTypes.OutQuint);
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rankedMultiplerContainer.FadeIn(ranked_multiplier_duration, EasingTypes.OutQuint);
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Delay(move_up_delay);
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Schedule(() =>
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{
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contentContainer.MoveToY(0, move_up_duration, EasingTypes.OutQuint);
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rankedMultiplerContainer.MoveToX(0, ranked_multiplier_duration, EasingTypes.OutQuint);
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rankedMultiplerContainer.FadeIn(ranked_multiplier_duration, EasingTypes.OutQuint);
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ModSection[] sections = { difficultyReductionSection, difficultyIncreaseSection, assistedSection };
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for (int i = 0; i < sections.Length; i++)
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{
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sections[i].ButtonsContainer.TransformSpacingTo(new Vector2(50f, 0f), button_duration, EasingTypes.OutQuint);
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sections[i].ButtonsContainer.MoveToX(0, button_duration, EasingTypes.OutQuint);
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sections[i].FadeIn(button_duration, EasingTypes.OutQuint);
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}
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});
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for (int i = 0; i < waves.Length; i++)
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foreach (ModSection section in sections)
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{
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waves[i].MoveToY(-200, waves_duration + ((i + 1) * 500), EasingTypes.OutQuint);
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section.ButtonsContainer.TransformSpacingTo(new Vector2(50f, 0f), button_duration, EasingTypes.OutQuint);
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section.ButtonsContainer.MoveToX(0, button_duration, EasingTypes.OutQuint);
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section.ButtonsContainer.FadeIn(button_duration, EasingTypes.OutQuint);
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}
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}
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protected override void PopOut()
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protected override void TransitionOut()
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{
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FadeOut(move_out_duration, EasingTypes.InSine);
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contentContainer.MoveToY(DrawHeight, move_out_duration, EasingTypes.InSine);
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rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, move_out_duration, EasingTypes.InSine);
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rankedMultiplerContainer.FadeOut(move_out_duration, EasingTypes.InSine);
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ModSection[] sections = { difficultyReductionSection, difficultyIncreaseSection, assistedSection };
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for (int i = 0; i < sections.Length; i++)
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{
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sections[i].ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), move_out_duration, EasingTypes.InSine);
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sections[i].ButtonsContainer.MoveToX(100f, move_out_duration, EasingTypes.InSine);
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sections[i].FadeIn(move_out_duration, EasingTypes.InSine);
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}
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for (int i = 0; i < waves.Length; i++)
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{
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waves[i].MoveToY(DrawHeight + 200);
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rankedMultiplerContainer.MoveToX(rankedMultiplerContainer.DrawSize.X, close_duration, EasingTypes.InSine);
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rankedMultiplerContainer.FadeOut(close_duration, EasingTypes.InSine);
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foreach (ModSection section in sections)
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{
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section.ButtonsContainer.TransformSpacingTo(new Vector2(100f, 0f), close_duration, EasingTypes.InSine);
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section.ButtonsContainer.MoveToX(100f, close_duration, EasingTypes.InSine);
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section.ButtonsContainer.FadeTo(0.01f, close_duration, EasingTypes.InSine); // TODO: Fix this so 0.01 opacity isn't used
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}
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour colours)
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{
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waves[0].Colour = colours.BlueLight;
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waves[1].Colour = colours.Blue;
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waves[2].Colour = colours.BlueDark;
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waves[3].Colour = colours.BlueDarker;
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low_multiplier_colour = colours.Red;
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high_multiplier_colour = colours.Green;
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}
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@ -250,111 +218,50 @@ namespace osu.Game.Overlays.Mods
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SelectedMods.Value = selectedMods.ToArray();
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}
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public ModSelect()
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public ModSelectOverlay()
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{
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FirstWaveColour = OsuColour.FromHex(@"19b0e2");
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SecondWaveColour = OsuColour.FromHex(@"2280a2");
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ThirdWaveColour = OsuColour.FromHex(@"005774");
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FourthWaveColour = OsuColour.FromHex(@"003a4e");
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Height = 548; // TODO: Remove when autosize works
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//AutoSizeAxes = Axes.Y;
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//Content.RelativeSizeAxes = Axes.X;
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//Content.AutoSizeAxes = Axes.Y;
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.BottomLeft,
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Anchor = Anchor.BottomLeft,
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Masking = true,
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Children = waves = new Container[]
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Children = new Drawable[]
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{
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new Container
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Width = 1.5f,
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Position = new Vector2(0f),
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Rotation = -10f,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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Colour = new Color4(36, 50, 68, 255)
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},
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new Container
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new Triangles
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{
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TriangleScale = 5,
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Width = 1.5f,
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Position = new Vector2(0f, 50f),
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Rotation = 8f,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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Width = 1.5f,
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Position = new Vector2(0f, 150f),
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Rotation = -5f,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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},
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Anchor = Anchor.BottomRight,
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Origin = Anchor.BottomRight,
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Width = 1.5f,
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Position = new Vector2(0f, 300f),
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Rotation = 2f,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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},
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},
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ColourLight = new Color4(53, 66, 82, 255),
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ColourDark = new Color4(41, 54, 70, 255),
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},
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},
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},
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contentContainer = new Container
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new FlowContainer
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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RelativeSizeAxes = Axes.X,
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AutoSizeAxes = Axes.Y,
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Anchor = Anchor.BottomCentre,
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Origin = Anchor.BottomCentre,
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Direction = FlowDirections.Vertical,
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Spacing = new Vector2(0f, 10f),
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Children = new Drawable[]
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{
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new Container
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{
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RelativeSizeAxes = Axes.Both,
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Masking = true,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = new Color4(36, 50, 68, 255)
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},
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new Triangles
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{
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TriangleScale = 5,
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RelativeSizeAxes = Axes.Both,
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ColourLight = new Color4(53, 66, 82, 255),
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ColourDark = new Color4(41, 54, 70, 255),
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},
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}
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},
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// Header
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new Container
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{
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RelativeSizeAxes = Axes.X,
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@ -410,6 +317,7 @@ namespace osu.Game.Overlays.Mods
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},
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},
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},
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// Body
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modSectionsContainer = new FlowContainer
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{
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Origin = Anchor.TopCentre,
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@ -418,10 +326,6 @@ namespace osu.Game.Overlays.Mods
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AutoSizeAxes = Axes.Y,
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Spacing = new Vector2(0f, 10f),
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Width = content_width,
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Margin = new MarginPadding
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{
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Top = 100,
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},
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Children = new Drawable[]
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{
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difficultyReductionSection = new DifficultyReductionSection
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@ -447,16 +351,13 @@ namespace osu.Game.Overlays.Mods
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},
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},
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},
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// Footer
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new Container
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{
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RelativeSizeAxes = Axes.X,
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Height = 70,
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Origin = Anchor.BottomCentre,
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Anchor = Anchor.BottomCentre,
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Margin = new MarginPadding
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{
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Bottom = 50,
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},
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Origin = Anchor.TopCentre,
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Anchor = Anchor.TopCentre,
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Children = new Drawable[]
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{
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new Box
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277
osu.Game/Overlays/WaveOverlayContainer.cs
Normal file
277
osu.Game/Overlays/WaveOverlayContainer.cs
Normal file
@ -0,0 +1,277 @@
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// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
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// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using OpenTK.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using OpenTK;
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using osu.Framework.Graphics.Transformations;
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namespace osu.Game.Overlays
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{
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public abstract class WaveOverlayContainer : OverlayContainer
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{
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private readonly float first_wave_position = -130;
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private readonly float second_wave_position = 0;
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private readonly float third_wave_position = 70;
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private readonly float fourth_wave_position = 100;
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private readonly float container_position = -150;
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private float[] wave_positions
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{
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get
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{
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return new float[] { first_wave_position, second_wave_position, third_wave_position, fourth_wave_position };
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}
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}
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|
||||
private readonly float first_wave_duration = 700;
|
||||
private readonly float second_wave_duration = 800;
|
||||
private readonly float third_wave_duration = 900;
|
||||
private readonly float fourth_wave_duration = 1000;
|
||||
private readonly float container_wait = 300;
|
||||
private readonly float container_duration = 500;
|
||||
private readonly float content_duration = 800;
|
||||
internal readonly float close_duration = 500;
|
||||
private readonly float content_transition_wait = 150; // 100
|
||||
private float [] wave_durations
|
||||
{
|
||||
get
|
||||
{
|
||||
return new float[] { first_wave_duration, second_wave_duration, third_wave_duration, fourth_wave_duration };
|
||||
}
|
||||
}
|
||||
|
||||
private readonly float first_wave_rotation = 13;
|
||||
private readonly float second_wave_rotation = -7;
|
||||
private readonly float third_wave_rotation = 4;
|
||||
private readonly float fourth_wave_rotation = -2;
|
||||
|
||||
private Container firstWave, secondWave, thirdWave, fourthWave, wavesContainer;
|
||||
private readonly Container[] waves;
|
||||
|
||||
private readonly Container contentContainer;
|
||||
protected override Container<Drawable> Content => contentContainer;
|
||||
|
||||
private EdgeEffect waveShadow = new EdgeEffect
|
||||
{
|
||||
Type = EdgeEffectType.Shadow,
|
||||
Colour = Color4.Black.Opacity(50),
|
||||
Radius = 20f,
|
||||
};
|
||||
|
||||
private Color4 firstWaveColour;
|
||||
public Color4 FirstWaveColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return firstWaveColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (firstWaveColour == value) return;
|
||||
firstWaveColour = value;
|
||||
firstWave.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 secondWaveColour;
|
||||
public Color4 SecondWaveColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return secondWaveColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (secondWaveColour == value) return;
|
||||
secondWaveColour = value;
|
||||
secondWave.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 thirdWaveColour;
|
||||
public Color4 ThirdWaveColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return thirdWaveColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (thirdWaveColour == value) return;
|
||||
thirdWaveColour = value;
|
||||
thirdWave.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
private Color4 fourthWaveColour;
|
||||
public Color4 FourthWaveColour
|
||||
{
|
||||
get
|
||||
{
|
||||
return fourthWaveColour;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (fourthWaveColour == value) return;
|
||||
fourthWaveColour = value;
|
||||
fourthWave.Colour = value;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void PopIn()
|
||||
{
|
||||
base.Show();
|
||||
|
||||
FadeIn();
|
||||
for (int i = 0; i < waves.Length; i++)
|
||||
{
|
||||
waves[i].MoveToY(wave_positions[i], wave_durations[i], EasingTypes.OutQuint);
|
||||
}
|
||||
|
||||
DelayReset();
|
||||
Delay(container_wait);
|
||||
Schedule(() =>
|
||||
{
|
||||
if (State == Visibility.Visible)
|
||||
{
|
||||
wavesContainer.MoveToY(container_position, container_duration, EasingTypes.None);
|
||||
contentContainer.FadeIn(content_duration, EasingTypes.OutQuint);
|
||||
contentContainer.MoveToY(0, content_duration, EasingTypes.OutQuint);
|
||||
|
||||
Delay(content_transition_wait);
|
||||
Schedule(() => { if (State == Visibility.Visible) TransitionIn(); });
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
protected abstract void TransitionIn();
|
||||
|
||||
protected override void PopOut()
|
||||
{
|
||||
FadeIn();
|
||||
foreach (Container wave in waves)
|
||||
{
|
||||
wave.MoveToY(DrawHeight, close_duration, EasingTypes.InSine);
|
||||
}
|
||||
wavesContainer.MoveToY(0, close_duration, EasingTypes.InSine);
|
||||
|
||||
contentContainer.MoveToY(DrawHeight, close_duration, EasingTypes.InSine);
|
||||
contentContainer.FadeOut(close_duration, EasingTypes.InSine);
|
||||
|
||||
TransitionOut();
|
||||
|
||||
DelayReset();
|
||||
Delay(close_duration);
|
||||
Schedule(() => { if (State == Visibility.Hidden) FadeOut(); });
|
||||
}
|
||||
|
||||
protected abstract void TransitionOut();
|
||||
|
||||
public WaveOverlayContainer()
|
||||
{
|
||||
Masking = true;
|
||||
|
||||
AddInternal(wavesContainer = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopCentre,
|
||||
Anchor = Anchor.TopCentre,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
firstWave = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopLeft,
|
||||
Anchor = Anchor.TopLeft,
|
||||
Size = new Vector2(1.5f),
|
||||
Rotation = first_wave_rotation,
|
||||
Colour = FirstWaveColour,
|
||||
Masking = true,
|
||||
EdgeEffect = waveShadow,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
},
|
||||
},
|
||||
secondWave = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopRight,
|
||||
Anchor = Anchor.TopRight,
|
||||
Size = new Vector2(1.5f),
|
||||
Rotation = second_wave_rotation,
|
||||
Colour = SecondWaveColour,
|
||||
Masking = true,
|
||||
EdgeEffect = waveShadow,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
},
|
||||
},
|
||||
thirdWave = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopLeft,
|
||||
Anchor = Anchor.TopLeft,
|
||||
Size = new Vector2(1.5f),
|
||||
Rotation = third_wave_rotation,
|
||||
Colour = ThirdWaveColour,
|
||||
Masking = true,
|
||||
EdgeEffect = waveShadow,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
},
|
||||
},
|
||||
fourthWave = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Origin = Anchor.TopRight,
|
||||
Anchor = Anchor.TopRight,
|
||||
Size = new Vector2(1.5f),
|
||||
Rotation = fourth_wave_rotation,
|
||||
Colour = FourthWaveColour,
|
||||
Masking = true,
|
||||
EdgeEffect = waveShadow,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
AddInternal(contentContainer = new Container
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Anchor = Anchor.BottomCentre,
|
||||
Origin = Anchor.BottomCentre,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = Color4.White.Opacity(50),
|
||||
},
|
||||
},
|
||||
});
|
||||
|
||||
waves = new Container[] { firstWave, secondWave, thirdWave, fourthWave };
|
||||
}
|
||||
}
|
||||
}
|
@ -29,6 +29,7 @@ using OpenTK.Input;
|
||||
using System.Collections.Generic;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Threading;
|
||||
using osu.Game.Overlays.Mods;
|
||||
|
||||
namespace osu.Game.Screens.Select
|
||||
{
|
||||
@ -44,7 +45,7 @@ namespace osu.Game.Screens.Select
|
||||
private static readonly Vector2 wedged_container_size = new Vector2(0.5f, 225);
|
||||
private BeatmapInfoWedge beatmapInfoWedge;
|
||||
|
||||
private Overlays.Mods.ModSelect modSelect;
|
||||
private ModSelectOverlay modSelect;
|
||||
|
||||
private static readonly Vector2 background_blur = new Vector2(20);
|
||||
private CancellationTokenSource initialAddSetsTask;
|
||||
@ -134,11 +135,15 @@ namespace osu.Game.Screens.Select
|
||||
Right = 20,
|
||||
},
|
||||
},
|
||||
modSelect = new Overlays.Mods.ModSelect
|
||||
modSelect = new ModSelectOverlay
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
RelativeSizeAxes = Axes.X,
|
||||
Origin = Anchor.BottomCentre,
|
||||
Anchor = Anchor.BottomCentre,
|
||||
Margin = new MarginPadding
|
||||
{
|
||||
Bottom = 50,
|
||||
},
|
||||
},
|
||||
footer = new Footer()
|
||||
{
|
||||
@ -258,12 +263,6 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
protected override bool OnExiting(GameMode next)
|
||||
{
|
||||
if (modSelect.State == Visibility.Visible)
|
||||
{
|
||||
modSelect.Hide();
|
||||
return true;
|
||||
}
|
||||
|
||||
beatmapInfoWedge.MoveToX(-100, 800, EasingTypes.InQuint);
|
||||
beatmapInfoWedge.RotateTo(10, 800, EasingTypes.InQuint);
|
||||
|
||||
@ -286,6 +285,7 @@ namespace osu.Game.Screens.Select
|
||||
|
||||
private void playMode_ValueChanged(object sender, EventArgs e)
|
||||
{
|
||||
modSelect.ModMode = playMode;
|
||||
}
|
||||
|
||||
private void changeBackground(WorkingBeatmap beatmap)
|
||||
|
@ -272,7 +272,7 @@
|
||||
<Compile Include="Overlays\Pause\ResumeButton.cs" />
|
||||
<Compile Include="Overlays\Pause\RetryButton.cs" />
|
||||
<Compile Include="Overlays\Pause\QuitButton.cs" />
|
||||
<Compile Include="Overlays\Mods\ModSelect.cs" />
|
||||
<Compile Include="Overlays\Mods\ModSelectOverlay.cs" />
|
||||
<Compile Include="Modes\Mod.cs" />
|
||||
<Compile Include="Overlays\Mods\ModButton.cs" />
|
||||
<Compile Include="Modes\UI\ModIcon.cs" />
|
||||
@ -280,6 +280,7 @@
|
||||
<Compile Include="Overlays\Mods\DifficultyReductionSection.cs" />
|
||||
<Compile Include="Overlays\Mods\DifficultyIncreaseSection.cs" />
|
||||
<Compile Include="Overlays\Mods\AssistedSection.cs" />
|
||||
<Compile Include="Overlays\WaveOverlayContainer.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="$(SolutionDir)\osu-framework\osu.Framework\osu.Framework.csproj">
|
||||
|
Loading…
Reference in New Issue
Block a user