1
0
mirror of https://github.com/ppy/osu.git synced 2024-11-06 11:27:24 +08:00

Merge branch 'master' into multiplayer-team-vs-leaderboard

This commit is contained in:
Dean Herbert 2021-08-10 13:09:15 +09:00 committed by GitHub
commit 498daef998
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 70 additions and 4 deletions

View File

@ -3,9 +3,9 @@
using System; using System;
using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Utils;
using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default; using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Utils;
using osuTK.Graphics; using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy namespace osu.Game.Rulesets.Osu.Skinning.Legacy
@ -40,7 +40,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
Color4 outerColour = AccentColour.Darken(0.1f); Color4 outerColour = AccentColour.Darken(0.1f);
Color4 innerColour = lighten(AccentColour, 0.5f); Color4 innerColour = lighten(AccentColour, 0.5f);
return Interpolation.ValueAt(position / realGradientPortion, outerColour, innerColour, 0, 1); return LegacyUtils.InterpolateNonLinear(position / realGradientPortion, outerColour, innerColour, 0, 1);
} }
/// <summary> /// <summary>

View File

@ -11,6 +11,7 @@ using osu.Framework.Graphics.Textures;
using osu.Framework.Utils; using osu.Framework.Utils;
using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Judgements;
using osu.Game.Screens.Play.HUD; using osu.Game.Screens.Play.HUD;
using osu.Game.Utils;
using osuTK; using osuTK;
using osuTK.Graphics; using osuTK.Graphics;
@ -83,10 +84,10 @@ namespace osu.Game.Skinning
private static Color4 getFillColour(double hp) private static Color4 getFillColour(double hp)
{ {
if (hp < 0.2) if (hp < 0.2)
return Interpolation.ValueAt(0.2 - hp, Color4.Black, Color4.Red, 0, 0.2); return LegacyUtils.InterpolateNonLinear(0.2 - hp, Color4.Black, Color4.Red, 0, 0.2);
if (hp < epic_cutoff) if (hp < epic_cutoff)
return Interpolation.ValueAt(0.5 - hp, Color4.White, Color4.Black, 0, 0.5); return LegacyUtils.InterpolateNonLinear(0.5 - hp, Color4.White, Color4.Black, 0, 0.5);
return Color4.White; return Color4.White;
} }

View File

@ -0,0 +1,65 @@
// 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 System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osuTK.Graphics;
namespace osu.Game.Utils
{
public static class LegacyUtils
{
public static Color4 InterpolateNonLinear(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, Easing easing = Easing.None)
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
public static Colour4 InterpolateNonLinear(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, Easing easing = Easing.None)
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
/// <summary>
/// Interpolates between two sRGB <see cref="Color4"/>s directly in sRGB space.
/// </summary>
public static Color4 InterpolateNonLinear<TEasing>(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
{
if (startColour == endColour)
return startColour;
double current = time - startTime;
double duration = endTime - startTime;
if (duration == 0 || current == 0)
return startColour;
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
return new Color4(
startColour.R + t * (endColour.R - startColour.R),
startColour.G + t * (endColour.G - startColour.G),
startColour.B + t * (endColour.B - startColour.B),
startColour.A + t * (endColour.A - startColour.A));
}
/// <summary>
/// Interpolates between two sRGB <see cref="Colour4"/>s directly in sRGB space.
/// </summary>
public static Colour4 InterpolateNonLinear<TEasing>(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
{
if (startColour == endColour)
return startColour;
double current = time - startTime;
double duration = endTime - startTime;
if (duration == 0 || current == 0)
return startColour;
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
return new Colour4(
startColour.R + t * (endColour.R - startColour.R),
startColour.G + t * (endColour.G - startColour.G),
startColour.B + t * (endColour.B - startColour.B),
startColour.A + t * (endColour.A - startColour.A));
}
}
}