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Fade the accent colour instead of stepping.

This commit is contained in:
smoogipooo 2017-03-31 11:41:06 +09:00
parent 5a8099a591
commit 0e2f725425
3 changed files with 24 additions and 9 deletions

View File

@ -81,7 +81,7 @@ namespace osu.Desktop.VisualTests.Tests
var d = new DrumRoll
{
StartTime = Time.Current + 1000,
Distance = 2000,
Distance = 20000,
PreEmpt = 1000,
};

View File

@ -1,6 +1,7 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using OpenTK;
using OpenTK.Graphics;
using osu.Framework.Allocation;
using osu.Framework.Graphics;
@ -15,12 +16,21 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
{
public class DrawableDrumRoll : DrawableTaikoHitObject
{
/// <summary>
/// Number of consecutive hits required to reach the dark/final accent colour.
/// </summary>
private const int consecutive_hits_for_dark_accent = 5;
private readonly DrumRoll drumRoll;
private readonly CirclePiece circle;
private Color4 baseColour;
private Color4 finalColour;
private Color4 accentDarkColour;
/// <summary>
/// Number of consecutive tick hits.
/// </summary>
private int consecutiveHits;
public DrawableDrumRoll(DrumRoll drumRoll)
: base(drumRoll)
@ -49,8 +59,8 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circle.Background.Colour = baseColour = colours.YellowDark;
finalColour = colours.YellowDarker;
circle.AccentColour = AccentColour = colours.YellowDark;
accentDarkColour = colours.YellowDarker;
}
protected override void LoadComplete()
@ -66,10 +76,15 @@ namespace osu.Game.Modes.Taiko.Objects.Drawable
private void onTickJudgement(DrawableHitObject<TaikoHitObject, TaikoJudgement> obj)
{
int countHit = NestedHitObjects.Count(o => o.Judgement.Result == HitResult.Hit);
float completion = (float)countHit / NestedHitObjects.Count();
if (obj.Judgement.Result == HitResult.Hit)
consecutiveHits++;
else
consecutiveHits--;
circle.AccentColour = Interpolation.ValueAt(completion, baseColour, finalColour, 0, 1);
consecutiveHits = MathHelper.Clamp(consecutiveHits, 0, consecutive_hits_for_dark_accent);
Color4 newAccent = Interpolation.ValueAt((float)consecutiveHits / consecutive_hits_for_dark_accent, AccentColour, accentDarkColour, 0, 1);
circle.FadeAccent(newAccent, 100);
}
protected override void CheckJudgement(bool userTriggered)

View File

@ -31,7 +31,7 @@ namespace osu.Game.Modes.Taiko.Objects
/// The distance between ticks of this drumroll.
/// <para>Half of this value is the hit window of the ticks.</para>
/// </summary>
public double TickTimeDistance { get; protected set; } = 200;
public double TickTimeDistance { get; protected set; } = 100;
/// <summary>
/// Number of drum roll ticks required for a "Good" hit.