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Add very basic argon mania combo counter implementation

This commit is contained in:
Salman Ahmed 2023-12-30 05:20:51 +03:00
parent 8be3f4f632
commit 408287e086
2 changed files with 116 additions and 1 deletions

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@ -0,0 +1,84 @@
// 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.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Mania.UI;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
using osu.Game.Rulesets.UI.Scrolling;
using osu.Game.Screens.Play.HUD;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
public partial class ArgonManiaComboCounter : ComboCounter, ISerialisableDrawable
{
private OsuSpriteText text = null!;
protected override double RollingDuration => 500;
protected override Easing RollingEasing => Easing.OutQuint;
private DrawableManiaRuleset maniaRuleset = null!;
bool ISerialisableDrawable.SupportsClosestAnchor => false;
[BackgroundDependencyLoader]
private void load(DrawableRuleset ruleset, ScoreProcessor scoreProcessor)
{
maniaRuleset = (DrawableManiaRuleset)ruleset;
Current.BindTo(scoreProcessor.Combo);
Current.BindValueChanged(combo =>
{
if (combo.OldValue == 0 && combo.NewValue > 0)
text.FadeIn(200, Easing.OutQuint);
else if (combo.OldValue > 0 && combo.NewValue == 0)
{
if (combo.OldValue > 1)
text.FlashColour(Color4.Red, 2000, Easing.OutQuint);
text.FadeOut(200, Easing.InQuint);
}
});
UsesFixedAnchor = true;
}
private IBindable<ScrollingDirection> direction = null!;
protected override void LoadComplete()
{
base.LoadComplete();
text.Alpha = Current.Value > 0 ? 1 : 0;
direction = maniaRuleset.ScrollingInfo.Direction.GetBoundCopy();
direction.BindValueChanged(_ => updateAnchor());
// two schedules are required so that updateAnchor is executed in the next frame,
// which is when the combo counter receives its Y position by the default layout in ArgonManiaSkinTransformer.
Schedule(() => Schedule(updateAnchor));
}
private void updateAnchor()
{
Anchor &= ~(Anchor.y0 | Anchor.y2);
Anchor |= direction.Value == ScrollingDirection.Up ? Anchor.y2 : Anchor.y0;
// since we flip the vertical anchor when changing scroll direction,
// we can use the sign of the Y value as an indicator to make the combo counter displayed correctly.
if ((Y < 0 && direction.Value == ScrollingDirection.Down) || (Y > 0 && direction.Value == ScrollingDirection.Up))
Y = -Y;
}
protected override IHasText CreateText() => text = new OsuSpriteText
{
Font = OsuFont.Torus.With(size: 32, fixedWidth: true),
};
}
}

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@ -2,8 +2,11 @@
// See the LICENCE file in the repository root for full licence text.
using System;
using System.Diagnostics;
using System.Linq;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Testing;
using osu.Game.Beatmaps;
using osu.Game.Rulesets.Mania.Beatmaps;
using osu.Game.Rulesets.Scoring;
@ -12,7 +15,7 @@ using osuTK.Graphics;
namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
public class ManiaArgonSkinTransformer : SkinTransformer
public class ManiaArgonSkinTransformer : ArgonSkinTransformer
{
private readonly ManiaBeatmap beatmap;
@ -26,6 +29,34 @@ namespace osu.Game.Rulesets.Mania.Skinning.Argon
{
switch (lookup)
{
case SkinComponentsContainerLookup containerLookup:
switch (containerLookup.Target)
{
case SkinComponentsContainerLookup.TargetArea.MainHUDComponents when containerLookup.Ruleset != null:
Debug.Assert(containerLookup.Ruleset.ShortName == ManiaRuleset.SHORT_NAME);
var rulesetHUDComponents = Skin.GetDrawableComponent(lookup);
rulesetHUDComponents ??= new DefaultSkinComponentsContainer(container =>
{
var combo = container.ChildrenOfType<ArgonManiaComboCounter>().FirstOrDefault();
if (combo != null)
{
combo.Anchor = Anchor.TopCentre;
combo.Origin = Anchor.Centre;
combo.Y = 200;
}
})
{
new ArgonManiaComboCounter(),
};
return rulesetHUDComponents;
}
break;
case GameplaySkinComponentLookup<HitResult> resultComponent:
// This should eventually be moved to a skin setting, when supported.
if (Skin is ArgonProSkin && resultComponent.Component >= HitResult.Great)