1
0
mirror of https://github.com/ppy/osu.git synced 2025-02-13 20:33:11 +08:00

Add vertical animation when difficulty multiplier is changed

This commit is contained in:
Dean Herbert 2023-09-13 19:57:48 +09:00
parent 824a3e4adc
commit 3e1388c73f

View File

@ -6,6 +6,7 @@ using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Extensions.LocalisationExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Framework.Localisation;
using osu.Game.Graphics;
@ -14,6 +15,7 @@ using osu.Game.Graphics.UserInterface;
using osu.Game.Localisation;
using osu.Game.Rulesets.Mods;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Overlays.Mods
{
@ -63,15 +65,20 @@ namespace osu.Game.Overlays.Mods
}
});
RightContent.Add(counter = new EffectCounter
RightContent.Add(new Container
{
Margin = new MarginPadding(10),
AutoSizeAxes = Axes.Y,
Width = 40,
Shear = new Vector2(-ShearedOverlayContainer.SHEAR, 0),
RelativeSizeAxes = Axes.Y,
Margin = new MarginPadding(10),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Current = { BindTarget = Current }
Child = counter = new EffectCounter
{
Shear = new Vector2(-ShearedOverlayContainer.SHEAR, 0),
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
Current = { BindTarget = Current }
}
});
}
@ -81,8 +88,32 @@ namespace osu.Game.Overlays.Mods
Current.BindValueChanged(e =>
{
var effect = calculateEffectForComparison(e.NewValue.CompareTo(Current.Default));
setColours(effect);
if (e.NewValue > Current.Default)
{
MainBackground
.FadeColour(colours.ForModType(ModType.DifficultyIncrease), transition_duration, Easing.OutQuint);
counter.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint);
}
else if (e.NewValue < Current.Default)
{
MainBackground
.FadeColour(colours.ForModType(ModType.DifficultyReduction), transition_duration, Easing.OutQuint);
counter.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint);
}
else
{
MainBackground.FadeColour(colourProvider.Background4, transition_duration, Easing.OutQuint);
counter.FadeColour(Colour4.White, transition_duration, Easing.OutQuint);
}
if (e.NewValue != Current.Default)
MainBackground.FlashColour(Color4.White, 500, Easing.OutQuint);
const float move_amount = 4;
if (e.NewValue > e.OldValue)
counter.MoveToY(Math.Max(-move_amount * 2, counter.Y - move_amount)).Then().MoveToY(0, transition_duration * 2, Easing.OutQuint);
else
counter.MoveToY(Math.Min(move_amount * 2, counter.Y + move_amount)).Then().MoveToY(0, transition_duration * 2, Easing.OutQuint);
}, true);
// required to prevent the counter initially rolling up from 0 to 1
@ -90,56 +121,6 @@ namespace osu.Game.Overlays.Mods
counter.SetCountWithoutRolling(Current.Value);
}
/// <summary>
/// Fades colours of text and its background according to displayed value.
/// </summary>
/// <param name="effect">Effect of the value.</param>
private void setColours(ModEffect effect)
{
switch (effect)
{
case ModEffect.NotChanged:
MainBackground.FadeColour(colourProvider.Background4, transition_duration, Easing.OutQuint);
counter.FadeColour(Colour4.White, transition_duration, Easing.OutQuint);
break;
case ModEffect.DifficultyReduction:
MainBackground.FadeColour(colours.ForModType(ModType.DifficultyReduction), transition_duration, Easing.OutQuint);
counter.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint);
break;
case ModEffect.DifficultyIncrease:
MainBackground.FadeColour(colours.ForModType(ModType.DifficultyIncrease), transition_duration, Easing.OutQuint);
counter.FadeColour(colourProvider.Background5, transition_duration, Easing.OutQuint);
break;
default:
throw new ArgumentOutOfRangeException(nameof(effect));
}
}
/// <summary>
/// Converts signed integer into <see cref="ModEffect"/>. Negative values are counted as difficulty reduction, positive as increase.
/// </summary>
/// <param name="comparison">Value to convert. Will arrive from comparison between <see cref="Current"/> bindable once it changes and it's <see cref="Bindable{T}.Default"/>.</param>
/// <returns>Effect of the value.</returns>
private static ModEffect calculateEffectForComparison(int comparison)
{
if (comparison == 0)
return ModEffect.NotChanged;
if (comparison < 0)
return ModEffect.DifficultyReduction;
return ModEffect.DifficultyIncrease;
}
protected enum ModEffect
{
NotChanged,
DifficultyReduction,
DifficultyIncrease
}
private partial class EffectCounter : RollingCounter<double>
{
protected override double RollingDuration => 500;