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Redo the drawable structure of bubbledrawable to run and look better
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commit
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@ -5,6 +5,7 @@ using System;
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using System.Linq;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Effects;
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using osu.Framework.Graphics.Performance;
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@ -93,7 +94,7 @@ namespace osu.Game.Rulesets.Osu.Mods
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//Needs to be done explicitly to avoid being handled by DrawableHitCircle below
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case DrawableSliderHead:
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addBubbleContainer(hitObject.Position, drawableOsuObject);
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break;
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return;
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//Stack leniency causes placement issues if this isn't handled as such.
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case DrawableHitCircle hitCircle:
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@ -188,7 +189,6 @@ namespace osu.Game.Rulesets.Osu.Mods
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private partial class BubbleDrawable : CircularContainer
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{
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private readonly Circle innerCircle;
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private readonly Box colourBox;
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public BubbleDrawable()
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@ -196,55 +196,55 @@ namespace osu.Game.Rulesets.Osu.Mods
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Masking = true;
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MaskingSmoothness = 2;
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BorderThickness = 0;
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BorderColour = Colour4.Transparent;
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BorderColour = Colour4.White;
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Masking = true;
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EdgeEffect = new EdgeEffectParameters
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{
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Type = EdgeEffectType.Shadow,
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Radius = 3,
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Colour = Colour4.Black.Opacity(0.05f)
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};
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Children = new Drawable[]
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{
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colourBox = new Box { RelativeSizeAxes = Axes.Both, },
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innerCircle = new Circle
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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RelativeSizeAxes = Axes.Both,
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Size = new Vector2(0.5f),
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}
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};
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Child = colourBox = new Box { RelativeSizeAxes = Axes.Both, };
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}
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public void Animate(BubbleLifeTimeEntry entry)
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{
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Size = entry.InitialSize;
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BorderThickness = Width / 3.5f;
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//We want to fade to a darker colour to avoid colours such as white hiding the "ripple" effect.
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var colourDarker = entry.Colour.Darken(0.1f);
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ColourInfo colourDarker = entry.Colour.Darken(0.1f);
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// Main bubble scaling based on combo
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this.ScaleTo(entry.MaxSize, getAnimationDuration() * 0.8f)
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.Then()
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// Pop at the end of the bubbles life time
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.ScaleTo(entry.MaxSize * 1.5f, getAnimationDuration() * 0.2f, Easing.OutQuint)
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.FadeTo(0, getAnimationDuration() * 0.2f, Easing.OutQuint);
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innerCircle.ScaleTo(2f, getAnimationDuration() * 0.8f, Easing.OutQuint);
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.FadeTo(0, getAnimationDuration() * 0.2f, Easing.OutCirc);
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if (!entry.IsHit)
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{
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colourBox.Colour = Colour4.Black;
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innerCircle.Colour = Colour4.Black;
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Colour = Colour4.Black;
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BorderColour = Colour4.Black;
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return;
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}
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colourBox.FadeColour(colourDarker, getAnimationDuration() * 0.2f, Easing.OutQuint
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);
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innerCircle.FadeColour(colourDarker);
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colourBox.FadeColour(colourDarker);
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this.TransformTo(nameof(BorderColour), colourDarker, getAnimationDuration() * 0.3f, Easing.OutQuint);
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// Ripple effect utilises the border to reduce drawable count
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this.TransformTo(nameof(BorderThickness), 2f, getAnimationDuration() * 0.3f, Easing.OutQuint)
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// Avoids transparency overlap issues during the bubble "pop"
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.Then().Schedule(() =>
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{
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BorderThickness = 0;
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BorderColour = Colour4.Transparent;
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});
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// The absolute length of the bubble's animation, can be used in fractions for animations of partial length
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double getAnimationDuration() => 1700 + Math.Pow(entry.FadeTime, 1.07f);
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