1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-11 09:17:51 +08:00

Add drumroll skinning

This commit is contained in:
Dean Herbert 2020-04-15 17:50:57 +09:00
parent 45d88b70f8
commit 3137417994
3 changed files with 118 additions and 0 deletions

View File

@ -11,6 +11,7 @@ using osu.Game.Beatmaps;
using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.ControlPoints;
using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Rulesets.Taiko.Objects;
using osu.Game.Rulesets.Taiko.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects.Drawables;
using osu.Game.Rulesets.Taiko.Skinning;
using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Tests.Visual; using osu.Game.Tests.Visual;
@ -23,6 +24,7 @@ namespace osu.Game.Rulesets.Taiko.Tests.Skinning
{ {
typeof(DrawableDrumRoll), typeof(DrawableDrumRoll),
typeof(DrawableDrumRollTick), typeof(DrawableDrumRollTick),
typeof(LegacyDrumRoll),
}).ToList(); }).ToList();
[Cached(typeof(IScrollingInfo))] [Cached(typeof(IScrollingInfo))]

View File

@ -0,0 +1,110 @@
// 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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning
{
public class LegacyDrumRoll : Container, IHasAccentColour
{
protected override Container<Drawable> Content => content;
private Container content;
private LegacyCirclePiece headCircle;
private Sprite body;
private Sprite end;
public LegacyDrumRoll()
{
RelativeSizeAxes = Axes.Y;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin)
{
InternalChildren = new Drawable[]
{
content = new Container
{
RelativeSizeAxes = Axes.Both,
Children = new Drawable[]
{
headCircle = new LegacyCirclePiece
{
Depth = float.MinValue,
RelativeSizeAxes = Axes.Y,
Anchor = Anchor.TopLeft,
Origin = Anchor.TopLeft,
},
body = new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-middle"),
},
end = new Sprite
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-end"),
FillMode = FillMode.Fit,
},
},
},
};
}
protected override void LoadComplete()
{
base.LoadComplete();
updateAccentColour();
}
protected override void Update()
{
base.Update();
var padding = Content.DrawHeight * Content.Width / 2;
Content.Padding = new MarginPadding
{
Left = padding,
Right = padding,
};
Width = Parent.DrawSize.X + DrawHeight;
}
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (value == accentColour)
return;
accentColour = value;
if (IsLoaded)
updateAccentColour();
}
}
private void updateAccentColour()
{
headCircle.AccentColour = accentColour;
body.Colour = accentColour;
end.Colour = accentColour;
}
}
}

View File

@ -27,6 +27,12 @@ namespace osu.Game.Rulesets.Taiko.Skinning
switch (taikoComponent.Component) switch (taikoComponent.Component)
{ {
case TaikoSkinComponents.DrumRollBody:
if (GetTexture("taiko-roll-middle") != null)
return new LegacyDrumRoll();
return null;
case TaikoSkinComponents.InputDrum: case TaikoSkinComponents.InputDrum:
if (GetTexture("taiko-bar-left") != null) if (GetTexture("taiko-bar-left") != null)
return new LegacyInputDrum(); return new LegacyInputDrum();