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Merge branch 'master' into move-cache-logic-to-base-impl

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Dan Balasescu 2020-11-06 21:37:16 +09:00 committed by GitHub
commit 36d2169038
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3 changed files with 95 additions and 41 deletions

View File

@ -42,8 +42,11 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved]
private DrawableHitObject drawableObject { get; set; }
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableObject)
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
@ -64,32 +67,35 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
private void updateState(ValueChangedEvent<ArmedState> state)
{
glow.FadeOut(400);
switch (state.NewValue)
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
{
case ArmedState.Hit:
const double flash_in = 40;
const double flash_out = 100;
glow.FadeOut(400);
flash.FadeTo(0.8f, flash_in)
.Then()
.FadeOut(flash_out);
switch (state.NewValue)
{
case ArmedState.Hit:
const double flash_in = 40;
const double flash_out = 100;
explode.FadeIn(flash_in);
this.ScaleTo(1.5f, 400, Easing.OutQuad);
flash.FadeTo(0.8f, flash_in)
.Then()
.FadeOut(flash_out);
using (BeginDelayedSequence(flash_in, true))
{
// after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
explode.FadeIn(flash_in);
this.ScaleTo(1.5f, 400, Easing.OutQuad);
this.FadeOut(800);
}
using (BeginDelayedSequence(flash_in, true))
{
// after the flash, we can hide some elements that were behind it
ring.FadeOut();
circle.FadeOut();
number.FadeOut();
break;
this.FadeOut(800);
}
break;
}
}
}
}

View File

@ -42,11 +42,14 @@ namespace osu.Game.Rulesets.Osu.Skinning
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
[Resolved]
private DrawableHitObject drawableObject { get; set; }
[Resolved]
private ISkinSource skin { get; set; }
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableObject)
private void load()
{
var drawableOsuObject = (DrawableOsuHitObject)drawableObject;
@ -144,28 +147,31 @@ namespace osu.Game.Rulesets.Osu.Skinning
{
const double legacy_fade_duration = 240;
switch (state.NewValue)
using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime, true))
{
case ArmedState.Hit:
circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
switch (state.NewValue)
{
case ArmedState.Hit:
circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
if (hasNumber)
{
var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
if (legacyVersion >= 2.0m)
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
else
if (hasNumber)
{
// old skins scale and fade it normally along other pieces.
hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
}
}
var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
break;
if (legacyVersion >= 2.0m)
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
else
{
// old skins scale and fade it normally along other pieces.
hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
}
}
break;
}
}
}
}

View File

@ -3,6 +3,7 @@
using System;
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
@ -20,6 +21,7 @@ namespace osu.Game.Rulesets.Osu.Skinning
protected DrawableSpinner DrawableSpinner { get; private set; }
private Sprite spin;
private Sprite clear;
[BackgroundDependencyLoader]
private void load(DrawableHitObject drawableHitObject, ISkinSource source)
@ -39,17 +41,58 @@ namespace osu.Game.Rulesets.Osu.Skinning
Scale = new Vector2(SPRITE_SCALE),
Y = 120 - 45 // offset temporarily to avoid overlapping default spin counter
},
clear = new Sprite
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Depth = float.MinValue,
Alpha = 0,
Texture = source.GetTexture("spinner-clear"),
Scale = new Vector2(SPRITE_SCALE),
Y = -60
},
});
}
private readonly Bindable<bool> completed = new Bindable<bool>();
protected override void LoadComplete()
{
base.LoadComplete();
completed.BindTo(DrawableSpinner.RotationTracker.Complete);
completed.BindValueChanged(onCompletedChanged, true);
DrawableSpinner.ApplyCustomUpdateState += UpdateStateTransforms;
UpdateStateTransforms(DrawableSpinner, DrawableSpinner.State.Value);
}
private void onCompletedChanged(ValueChangedEvent<bool> completed)
{
if (completed.NewValue)
{
double startTime = Math.Min(Time.Current, DrawableSpinner.HitStateUpdateTime - 400);
using (BeginAbsoluteSequence(startTime, true))
{
clear.FadeInFromZero(400, Easing.Out);
clear.ScaleTo(SPRITE_SCALE * 2)
.Then().ScaleTo(SPRITE_SCALE * 0.8f, 240, Easing.Out)
.Then().ScaleTo(SPRITE_SCALE, 160);
}
const double fade_out_duration = 50;
using (BeginAbsoluteSequence(DrawableSpinner.HitStateUpdateTime - fade_out_duration, true))
clear.FadeOut(fade_out_duration);
}
else
{
clear.ClearTransforms();
clear.Alpha = 0;
}
}
protected virtual void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
{
switch (drawableHitObject)
@ -59,7 +102,6 @@ namespace osu.Game.Rulesets.Osu.Skinning
using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime - fadeOutLength, true))
spin.FadeOutFromOne(fadeOutLength);
break;
case DrawableSpinnerTick d: