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Initial implementation of LowHealthLayer

This commit is contained in:
Lucas A 2020-03-16 20:43:02 +01:00
parent b9cdb317c5
commit 1aacd1aaa2
3 changed files with 55 additions and 0 deletions

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@ -88,6 +88,7 @@ namespace osu.Game.Configuration
Set(OsuSetting.ShowInterface, true);
Set(OsuSetting.ShowProgressGraph, true);
Set(OsuSetting.ShowHealthDisplayWhenCantFail, true);
Set(OsuSetting.FadePlayfieldWhenLowHealth, true);
Set(OsuSetting.KeyOverlay, false);
Set(OsuSetting.ScoreMeter, ScoreMeterType.HitErrorBoth);
@ -183,6 +184,7 @@ namespace osu.Game.Configuration
ShowInterface,
ShowProgressGraph,
ShowHealthDisplayWhenCantFail,
FadePlayfieldWhenLowHealth,
MouseDisableButtons,
MouseDisableWheel,
AudioOffset,

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@ -53,6 +53,12 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
Keywords = new[] { "hp", "bar" }
},
new SettingsCheckbox
{
LabelText = "Fade playfield to red when health is low",
Bindable = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenLowHealth),
Keywords = new[] { "hp", "playfield", "health" }
},
new SettingsCheckbox
{
LabelText = "Always show key overlay",
Bindable = config.GetBindable<bool>(OsuSetting.KeyOverlay)

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@ -0,0 +1,47 @@
// 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 osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Game.Configuration;
using osu.Game.Graphics;
namespace osu.Game.Screens.Play.HUD
{
public class LowHealthLayer : HealthDisplay
{
private const float max_alpha = 0.4f;
private const double fade_time = 300;
private readonly Box box;
private Bindable<bool> configFadeRedWhenLowHealth;
public LowHealthLayer()
{
Child = box = new Box
{
RelativeSizeAxes = Axes.Both,
Alpha = 0
};
}
[BackgroundDependencyLoader]
private void load(OsuConfigManager config, OsuColour color)
{
configFadeRedWhenLowHealth = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenLowHealth);
box.Colour = color.Red;
configFadeRedWhenLowHealth.BindValueChanged(value =>
{
if (value.NewValue)
this.FadeIn(fade_time, Easing.OutQuint);
else
this.FadeOut(fade_time, Easing.OutQuint);
}, true);
}
}
}