1
0
mirror of https://github.com/ppy/osu.git synced 2024-09-22 16:47:24 +08:00

Merge pull request #836 from smoogipooo/taiko-visual-update

Taiko visual update
This commit is contained in:
Dean Herbert 2017-05-24 17:34:32 +09:00 committed by GitHub
commit 16212fce19
7 changed files with 155 additions and 57 deletions

View File

@ -7,6 +7,8 @@ using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics.Backgrounds; using osu.Game.Graphics.Backgrounds;
using OpenTK.Graphics; using OpenTK.Graphics;
using osu.Game.Beatmaps.ControlPoints;
using osu.Framework.Audio.Track;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
{ {
@ -22,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_CIRCLE_DIAMETER * 0.45f; public const float SYMBOL_SIZE = TaikoHitObject.DEFAULT_CIRCLE_DIAMETER * 0.45f;
public const float SYMBOL_BORDER = 8; public const float SYMBOL_BORDER = 8;
public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER; public const float SYMBOL_INNER_SIZE = SYMBOL_SIZE - 2 * SYMBOL_BORDER;
private const double pre_beat_transition_time = 80;
/// <summary> /// <summary>
/// The colour of the inner circle and outer glows. /// The colour of the inner circle and outer glows.
@ -63,6 +66,8 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
public CirclePiece(bool isStrong = false) public CirclePiece(bool isStrong = false)
{ {
EarlyActivationMilliseconds = pre_beat_transition_time;
AddInternal(new Drawable[] AddInternal(new Drawable[]
{ {
background = new CircularContainer background = new CircularContainer
@ -139,14 +144,31 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
Content.Width = 1 / Content.Scale.X; Content.Width = 1 / Content.Scale.X;
} }
private const float edge_alpha_kiai = 0.5f;
private void resetEdgeEffects() private void resetEdgeEffects()
{ {
background.EdgeEffect = new EdgeEffect background.EdgeEffect = new EdgeEffect
{ {
Type = EdgeEffectType.Glow, Type = EdgeEffectType.Glow,
Colour = AccentColour, Colour = AccentColour.Opacity(KiaiMode ? edge_alpha_kiai : 1f),
Radius = KiaiMode ? 50 : 8 Radius = KiaiMode ? 32 : 8
}; };
} }
protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
{
if (!effectPoint.KiaiMode)
return;
if (beatIndex % (int)timingPoint.TimeSignature != 0)
return;
double duration = timingPoint.BeatLength * 2;
background.FadeEdgeEffectTo(1, pre_beat_transition_time, EasingTypes.OutQuint);
using (background.BeginDelayedSequence(pre_beat_transition_time))
background.FadeEdgeEffectTo(edge_alpha_kiai, duration, EasingTypes.OutQuint);
}
} }
} }

View File

@ -1,14 +1,14 @@
// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>. // Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics; using osu.Game.Graphics;
using OpenTK; using OpenTK;
using OpenTK.Graphics; using OpenTK.Graphics;
using osu.Game.Graphics.Containers;
namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
{ {
public class TaikoPiece : Container, IHasAccentColour public class TaikoPiece : BeatSyncedContainer, IHasAccentColour
{ {
private Color4 accentColour; private Color4 accentColour;
/// <summary> /// <summary>
@ -17,10 +17,7 @@ namespace osu.Game.Rulesets.Taiko.Objects.Drawables.Pieces
public virtual Color4 AccentColour public virtual Color4 AccentColour
{ {
get { return accentColour; } get { return accentColour; }
set set { accentColour = value; }
{
accentColour = value;
}
} }
private bool kiaiMode; private bool kiaiMode;

View File

@ -13,12 +13,12 @@ namespace osu.Game.Rulesets.Taiko.Objects
/// <summary> /// <summary>
/// Diameter of a circle relative to the size of the <see cref="TaikoPlayfield"/>. /// Diameter of a circle relative to the size of the <see cref="TaikoPlayfield"/>.
/// </summary> /// </summary>
public const float PLAYFIELD_RELATIVE_DIAMETER = 0.5f; public const float PLAYFIELD_RELATIVE_DIAMETER = 0.45f;
/// <summary> /// <summary>
/// Scale multiplier for a strong circle. /// Scale multiplier for a strong circle.
/// </summary> /// </summary>
public const float STRONG_CIRCLE_DIAMETER_SCALE = 1.5f; public const float STRONG_CIRCLE_DIAMETER_SCALE = 1.4f;
/// <summary> /// <summary>
/// Default circle diameter. /// Default circle diameter.

View File

@ -18,22 +18,23 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary> /// </summary>
internal class HitExplosion : CircularContainer internal class HitExplosion : CircularContainer
{ {
/// <summary>
/// The judgement this hit explosion visualises.
/// </summary>
public readonly TaikoJudgement Judgement; public readonly TaikoJudgement Judgement;
private readonly Box innerFill; private readonly Box innerFill;
public HitExplosion(TaikoJudgement judgement) private readonly bool isRim;
{
Judgement = judgement;
Size = new Vector2(TaikoHitObject.DEFAULT_CIRCLE_DIAMETER); public HitExplosion(TaikoJudgement judgement, bool isRim)
{
this.isRim = isRim;
Judgement = judgement;
Anchor = Anchor.Centre; Anchor = Anchor.Centre;
Origin = Anchor.Centre; Origin = Anchor.Centre;
Size = new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_CIRCLE_DIAMETER);
RelativePositionAxes = Axes.Both; RelativePositionAxes = Axes.Both;
BorderColour = Color4.White; BorderColour = Color4.White;
@ -54,22 +55,14 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
switch (Judgement.TaikoResult) innerFill.Colour = isRim ? colours.BlueDarker : colours.PinkDarker;
{
case TaikoHitResult.Good:
innerFill.Colour = colours.Green;
break;
case TaikoHitResult.Great:
innerFill.Colour = colours.Blue;
break;
}
} }
protected override void LoadComplete() protected override void LoadComplete()
{ {
base.LoadComplete(); base.LoadComplete();
ScaleTo(5f, 1000, EasingTypes.OutQuint); ScaleTo(3f, 1000, EasingTypes.OutQuint);
FadeOut(500); FadeOut(500);
Expire(); Expire();
@ -80,7 +73,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// </summary> /// </summary>
public void VisualiseSecondHit() public void VisualiseSecondHit()
{ {
ResizeTo(Size * TaikoHitObject.STRONG_CIRCLE_DIAMETER_SCALE, 50); ResizeTo(new Vector2(TaikoPlayfield.HIT_TARGET_OFFSET + TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER), 50);
} }
} }
} }

View File

@ -0,0 +1,68 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Rulesets.Taiko.Judgements;
using osu.Game.Rulesets.Taiko.Objects;
namespace osu.Game.Rulesets.Taiko.UI
{
public class KiaiHitExplosion : CircularContainer
{
public readonly TaikoJudgement Judgement;
private readonly bool isRim;
public KiaiHitExplosion(TaikoJudgement judgement, bool isRim)
{
this.isRim = isRim;
Judgement = judgement;
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Y;
Size = new Vector2(TaikoHitObject.DEFAULT_CIRCLE_DIAMETER, 1);
Masking = true;
Alpha = 0.25f;
Children = new[]
{
new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0,
AlwaysPresent = true
}
};
}
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
EdgeEffect = new EdgeEffect
{
Type = EdgeEffectType.Glow,
Colour = isRim ? colours.BlueDarker : colours.PinkDarker,
Radius = 60,
};
}
protected override void LoadComplete()
{
base.LoadComplete();
ScaleTo(new Vector2(1, 3f), 500, EasingTypes.OutQuint);
FadeOut(250);
Expire();
}
}
}

View File

@ -24,12 +24,12 @@ namespace osu.Game.Rulesets.Taiko.UI
/// <summary> /// <summary>
/// The default play field height. /// The default play field height.
/// </summary> /// </summary>
public const float DEFAULT_PLAYFIELD_HEIGHT = 168f; public const float DEFAULT_PLAYFIELD_HEIGHT = 178f;
/// <summary> /// <summary>
/// The offset from <see cref="left_area_size"/> which the center of the hit target lies at. /// The offset from <see cref="left_area_size"/> which the center of the hit target lies at.
/// </summary> /// </summary>
private const float hit_target_offset = TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER / 2f + 40; public const float HIT_TARGET_OFFSET = TaikoHitObject.DEFAULT_STRONG_CIRCLE_DIAMETER / 2f + 40;
/// <summary> /// <summary>
/// The size of the left area of the playfield. This area contains the input drum. /// The size of the left area of the playfield. This area contains the input drum.
@ -39,15 +39,18 @@ namespace osu.Game.Rulesets.Taiko.UI
protected override Container<Drawable> Content => hitObjectContainer; protected override Container<Drawable> Content => hitObjectContainer;
private readonly Container<HitExplosion> hitExplosionContainer; private readonly Container<HitExplosion> hitExplosionContainer;
private readonly Container<KiaiHitExplosion> kiaiExplosionContainer;
private readonly Container<DrawableBarLine> barLineContainer; private readonly Container<DrawableBarLine> barLineContainer;
private readonly Container<DrawableTaikoJudgement> judgementContainer; private readonly Container<DrawableTaikoJudgement> judgementContainer;
private readonly Container hitObjectContainer; private readonly Container hitObjectContainer;
private readonly Container topLevelHitContainer; private readonly Container topLevelHitContainer;
private readonly Container leftBackgroundContainer;
private readonly Container rightBackgroundContainer; private readonly Container overlayBackgroundContainer;
private readonly Box leftBackground; private readonly Container backgroundContainer;
private readonly Box rightBackground;
private readonly Box overlayBackground;
private readonly Box background;
public TaikoPlayfield() public TaikoPlayfield()
{ {
@ -59,7 +62,7 @@ namespace osu.Game.Rulesets.Taiko.UI
Height = DEFAULT_PLAYFIELD_HEIGHT, Height = DEFAULT_PLAYFIELD_HEIGHT,
Children = new[] Children = new[]
{ {
rightBackgroundContainer = new Container backgroundContainer = new Container
{ {
Name = "Transparent playfield background", Name = "Transparent playfield background",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
@ -73,7 +76,7 @@ namespace osu.Game.Rulesets.Taiko.UI
}, },
Children = new Drawable[] Children = new Drawable[]
{ {
rightBackground = new Box background = new Box
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Alpha = 0.6f Alpha = 0.6f
@ -82,24 +85,23 @@ namespace osu.Game.Rulesets.Taiko.UI
}, },
new Container new Container
{ {
Name = "Transparent playfield elements", Name = "Right area",
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = left_area_size }, Margin = new MarginPadding { Left = left_area_size },
Children = new Drawable[] Children = new Drawable[]
{ {
new Container new Container
{ {
Name = "Hit target container", Name = "Masked elements",
X = hit_target_offset,
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding { Left = HIT_TARGET_OFFSET },
Masking = true,
Children = new Drawable[] Children = new Drawable[]
{ {
hitExplosionContainer = new Container<HitExplosion> hitExplosionContainer = new Container<HitExplosion>
{ {
Anchor = Anchor.CentreLeft,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Y, RelativeSizeAxes = Axes.Y,
BlendingMode = BlendingMode.Additive BlendingMode = BlendingMode.Additive,
}, },
barLineContainer = new Container<DrawableBarLine> barLineContainer = new Container<DrawableBarLine>
{ {
@ -114,23 +116,32 @@ namespace osu.Game.Rulesets.Taiko.UI
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
}, },
judgementContainer = new Container<DrawableTaikoJudgement> }
{ },
RelativeSizeAxes = Axes.Y, kiaiExplosionContainer = new Container<KiaiHitExplosion>
BlendingMode = BlendingMode.Additive {
}, Name = "Kiai hit explosions",
}, RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
BlendingMode = BlendingMode.Additive
},
judgementContainer = new Container<DrawableTaikoJudgement>
{
Name = "Judgements",
RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding { Left = HIT_TARGET_OFFSET },
BlendingMode = BlendingMode.Additive
}, },
} }
}, },
leftBackgroundContainer = new Container overlayBackgroundContainer = new Container
{ {
Name = "Left overlay", Name = "Left overlay",
Size = new Vector2(left_area_size, DEFAULT_PLAYFIELD_HEIGHT), Size = new Vector2(left_area_size, DEFAULT_PLAYFIELD_HEIGHT),
BorderThickness = 1, BorderThickness = 1,
Children = new Drawable[] Children = new Drawable[]
{ {
leftBackground = new Box overlayBackground = new Box
{ {
RelativeSizeAxes = Axes.Both, RelativeSizeAxes = Axes.Both,
}, },
@ -164,11 +175,11 @@ namespace osu.Game.Rulesets.Taiko.UI
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(OsuColour colours) private void load(OsuColour colours)
{ {
leftBackgroundContainer.BorderColour = colours.Gray0; overlayBackgroundContainer.BorderColour = colours.Gray0;
leftBackground.Colour = colours.Gray1; overlayBackground.Colour = colours.Gray1;
rightBackgroundContainer.BorderColour = colours.Gray1; backgroundContainer.BorderColour = colours.Gray1;
rightBackground.Colour = colours.Gray0; background.Colour = colours.Gray0;
} }
public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h) public override void Add(DrawableHitObject<TaikoHitObject, TaikoJudgement> h)
@ -204,6 +215,8 @@ namespace osu.Game.Rulesets.Taiko.UI
if (!wasHit) if (!wasHit)
return; return;
bool isRim = judgedObject.HitObject is RimHit;
if (!secondHit) if (!secondHit)
{ {
if (judgedObject.X >= -0.05f && !(judgedObject is DrawableSwell)) if (judgedObject.X >= -0.05f && !(judgedObject is DrawableSwell))
@ -212,7 +225,11 @@ namespace osu.Game.Rulesets.Taiko.UI
topLevelHitContainer.Add(judgedObject.CreateProxy()); topLevelHitContainer.Add(judgedObject.CreateProxy());
} }
hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement)); hitExplosionContainer.Add(new HitExplosion(judgedObject.Judgement, isRim));
if (judgedObject.HitObject.Kiai)
kiaiExplosionContainer.Add(new KiaiHitExplosion(judgedObject.Judgement, isRim));
} }
else else
hitExplosionContainer.Children.FirstOrDefault(e => e.Judgement == judgedObject.Judgement)?.VisualiseSecondHit(); hitExplosionContainer.Children.FirstOrDefault(e => e.Judgement == judgedObject.Judgement)?.VisualiseSecondHit();
@ -221,7 +238,7 @@ namespace osu.Game.Rulesets.Taiko.UI
/// <summary> /// <summary>
/// This is a very special type of container. It serves a similar purpose to <see cref="FillMode.Fit"/>, however unlike <see cref="FillMode.Fit"/>, /// This is a very special type of container. It serves a similar purpose to <see cref="FillMode.Fit"/>, however unlike <see cref="FillMode.Fit"/>,
/// this will only adjust the scale relative to the height of its parent and will maintain the original width relative to its parent. /// this will only adjust the scale relative to the height of its parent and will maintain the original width relative to its parent.
/// ///
/// <para> /// <para>
/// By adjusting the scale relative to the height of its parent, the aspect ratio of this container's children is maintained, however this is undesirable /// By adjusting the scale relative to the height of its parent, the aspect ratio of this container's children is maintained, however this is undesirable
/// in the case where the hit object container should not have its width adjusted by scale. To counteract this, another container is nested inside this /// in the case where the hit object container should not have its width adjusted by scale. To counteract this, another container is nested inside this

View File

@ -87,6 +87,7 @@
<Compile Include="Scoring\TaikoScoreProcessor.cs" /> <Compile Include="Scoring\TaikoScoreProcessor.cs" />
<Compile Include="UI\HitTarget.cs" /> <Compile Include="UI\HitTarget.cs" />
<Compile Include="UI\InputDrum.cs" /> <Compile Include="UI\InputDrum.cs" />
<Compile Include="UI\KiaiHitExplosion.cs" />
<Compile Include="UI\DrawableTaikoJudgement.cs" /> <Compile Include="UI\DrawableTaikoJudgement.cs" />
<Compile Include="UI\HitExplosion.cs" /> <Compile Include="UI\HitExplosion.cs" />
<Compile Include="UI\TaikoHitRenderer.cs" /> <Compile Include="UI\TaikoHitRenderer.cs" />