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Add slider reverse arrow pulse settings
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@ -3,6 +3,7 @@
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Configuration;
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using osu.Game.Rulesets.Osu.UI;
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namespace osu.Game.Rulesets.Osu.Configuration
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{
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@ -19,6 +20,7 @@ namespace osu.Game.Rulesets.Osu.Configuration
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Set(OsuRulesetSetting.SnakingInSliders, true);
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Set(OsuRulesetSetting.SnakingOutSliders, true);
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Set(OsuRulesetSetting.ShowCursorTrail, true);
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Set(OsuRulesetSetting.ReverseArrowPulse, ReverseArrowPulseMode.Synced);
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}
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}
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@ -26,6 +28,7 @@ namespace osu.Game.Rulesets.Osu.Configuration
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{
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SnakingInSliders,
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SnakingOutSliders,
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ShowCursorTrail
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ShowCursorTrail,
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ReverseArrowPulse,
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}
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}
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@ -1,4 +1,4 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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@ -6,13 +6,13 @@ using System.Collections.Generic;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.MathUtils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Rulesets.Scoring;
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using osuTK;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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@ -21,9 +21,14 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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private readonly RepeatPoint repeatPoint;
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private readonly DrawableSlider drawableSlider;
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public readonly Bindable<ReverseArrowPulseMode> PulseMode = new Bindable<ReverseArrowPulseMode>(ReverseArrowPulseMode.Synced);
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private double animDuration;
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private readonly SkinnableDrawable scaleContainer;
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private readonly Drawable scaleContainer;
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[Resolved(CanBeNull = true)]
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private OsuRulesetConfigManager config { get; set; }
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public DrawableRepeatPoint(RepeatPoint repeatPoint, DrawableSlider drawableSlider)
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: base(repeatPoint)
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@ -36,16 +41,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Blending = BlendingParameters.Additive;
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Origin = Anchor.Centre;
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InternalChild = scaleContainer = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.ReverseArrow), _ => new SpriteIcon
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{
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RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(0.35f)
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}, confineMode: ConfineMode.NoScaling)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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InternalChild = scaleContainer = new ReverseArrowPiece();
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}
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private readonly IBindable<float> scaleBindable = new Bindable<float>();
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@ -55,6 +51,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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scaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue), true);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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config?.BindWith(OsuRulesetSetting.ReverseArrowPulse, PulseMode);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -69,14 +67,19 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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this.FadeIn(animDuration);
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double fadeInStart = repeatPoint.StartTime - 2 * repeatPoint.SpanDuration;
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if (PulseMode.Value == ReverseArrowPulseMode.Stable)
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{
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double fadeInStart = repeatPoint.StartTime - 2 * repeatPoint.SpanDuration;
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// We want first repeat arrow to start pulsing during snake in
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if (repeatPoint.RepeatIndex == 0)
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fadeInStart -= repeatPoint.TimePreempt;
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// We want first repeat arrow to start pulsing during snake in
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if (repeatPoint.RepeatIndex == 0)
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fadeInStart -= repeatPoint.TimePreempt;
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for (double pulseStartTime = fadeInStart; pulseStartTime < repeatPoint.StartTime; pulseStartTime += 300)
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this.Delay(pulseStartTime - LifetimeStart).ScaleTo(1.3f).ScaleTo(1f, Math.Min(300, repeatPoint.StartTime - pulseStartTime), Easing.Out);
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for (double pulseStartTime = fadeInStart; pulseStartTime < repeatPoint.StartTime; pulseStartTime += 300)
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this.Delay(pulseStartTime - LifetimeStart).ScaleTo(1.3f).ScaleTo(1f, Math.Min(300, repeatPoint.StartTime - pulseStartTime), Easing.Out);
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}
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else if (PulseMode.Value == ReverseArrowPulseMode.Off)
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this.ScaleTo(0.5f).ScaleTo(1f, animDuration * 2, Easing.OutElasticHalf);
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}
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protected override void UpdateStateTransforms(ArmedState state)
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@ -0,0 +1,58 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using osu.Framework.Allocation;
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using osu.Framework.Audio.Track;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osuTK;
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using osu.Framework.Graphics.Sprites;
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using osu.Game.Beatmaps.ControlPoints;
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using osu.Game.Graphics.Containers;
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using osu.Game.Rulesets.Osu.Configuration;
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using osu.Game.Rulesets.Osu.UI;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class ReverseArrowPiece : BeatSyncedContainer
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{
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public readonly Bindable<ReverseArrowPulseMode> PulseMode = new Bindable<ReverseArrowPulseMode>(ReverseArrowPulseMode.Synced);
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[Resolved(CanBeNull = true)]
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private OsuRulesetConfigManager config { get; set; }
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public ReverseArrowPiece()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Blending = BlendingParameters.Additive;
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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InternalChild = new SkinnableDrawable(new OsuSkinComponent(OsuSkinComponents.ReverseArrow), _ => new SpriteIcon
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{
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RelativeSizeAxes = Axes.Both,
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Icon = FontAwesome.Solid.ChevronRight,
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Size = new Vector2(0.35f)
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}, confineMode: ConfineMode.NoScaling)
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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};
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}
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protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, TrackAmplitudes amplitudes)
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{
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if (PulseMode.Value == ReverseArrowPulseMode.Synced)
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InternalChild.ScaleTo(1.3f).ScaleTo(1f, timingPoint.BeatLength, Easing.Out);
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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config?.BindWith(OsuRulesetSetting.ReverseArrowPulse, PulseMode);
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}
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}
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}
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@ -39,6 +39,11 @@ namespace osu.Game.Rulesets.Osu.UI
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LabelText = "Cursor trail",
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Bindable = config.GetBindable<bool>(OsuRulesetSetting.ShowCursorTrail)
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},
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new SettingsEnumDropdown<ReverseArrowPulseMode>
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{
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LabelText = "Slider reverse arrow pulse",
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Bindable = config.GetBindable<ReverseArrowPulseMode>(OsuRulesetSetting.ReverseArrowPulse)
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},
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};
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}
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}
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18
osu.Game.Rulesets.Osu/UI/ReverseArrowPulseMode.cs
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18
osu.Game.Rulesets.Osu/UI/ReverseArrowPulseMode.cs
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@ -0,0 +1,18 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System.ComponentModel;
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namespace osu.Game.Rulesets.Osu.UI
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{
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public enum ReverseArrowPulseMode
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{
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Off,
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[Description("Match osu!stable")]
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Stable,
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[Description("Sync to beatmap")]
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Synced
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}
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}
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