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Initial implementation of LowHealthLayer
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@ -88,6 +88,7 @@ namespace osu.Game.Configuration
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Set(OsuSetting.ShowInterface, true);
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Set(OsuSetting.ShowProgressGraph, true);
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Set(OsuSetting.ShowHealthDisplayWhenCantFail, true);
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Set(OsuSetting.FadePlayfieldWhenLowHealth, true);
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Set(OsuSetting.KeyOverlay, false);
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Set(OsuSetting.ScoreMeter, ScoreMeterType.HitErrorBoth);
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@ -183,6 +184,7 @@ namespace osu.Game.Configuration
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ShowInterface,
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ShowProgressGraph,
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ShowHealthDisplayWhenCantFail,
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FadePlayfieldWhenLowHealth,
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MouseDisableButtons,
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MouseDisableWheel,
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AudioOffset,
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@ -53,6 +53,12 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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Keywords = new[] { "hp", "bar" }
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},
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new SettingsCheckbox
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{
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LabelText = "Fade playfield to red when health is low",
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Bindable = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenLowHealth),
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Keywords = new[] { "hp", "playfield", "health" }
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},
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new SettingsCheckbox
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{
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LabelText = "Always show key overlay",
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Bindable = config.GetBindable<bool>(OsuSetting.KeyOverlay)
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47
osu.Game/Screens/Play/HUD/LowHealthLayer.cs
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47
osu.Game/Screens/Play/HUD/LowHealthLayer.cs
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@ -0,0 +1,47 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public class LowHealthLayer : HealthDisplay
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{
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private const float max_alpha = 0.4f;
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private const double fade_time = 300;
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private readonly Box box;
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private Bindable<bool> configFadeRedWhenLowHealth;
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public LowHealthLayer()
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{
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Child = box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, OsuColour color)
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{
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configFadeRedWhenLowHealth = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenLowHealth);
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box.Colour = color.Red;
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configFadeRedWhenLowHealth.BindValueChanged(value =>
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{
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if (value.NewValue)
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this.FadeIn(fade_time, Easing.OutQuint);
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else
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this.FadeOut(fade_time, Easing.OutQuint);
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}, true);
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}
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}
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}
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