1
0
mirror of https://github.com/ppy/osu.git synced 2025-01-28 06:42:54 +08:00

Move graded circles into a separate class

This commit is contained in:
Andrei Zavatski 2024-01-29 05:14:24 +03:00
parent 32b0e0b738
commit 5783838b07
2 changed files with 120 additions and 98 deletions

View File

@ -20,7 +20,6 @@ using osu.Game.Rulesets.Mods;
using osu.Game.Rulesets.Scoring;
using osu.Game.Scoring;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
@ -73,7 +72,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
/// <summary>
/// SS is displayed as a 1% region, otherwise it would be invisible.
/// </summary>
private const double virtual_ss_percentage = 0.01;
public const double VIRTUAL_SS_PERCENTAGE = 0.01;
/// <summary>
/// The width of a solid "notch" in terms of accuracy that appears at the ends of the rank circles to add separation.
@ -88,7 +87,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
private readonly ScoreInfo score;
private CircularProgress accuracyCircle;
private CircularProgress innerMask;
private GradedCircles gradedCircles;
private Container<RankBadge> badges;
private RankText rankText;
@ -157,96 +156,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
Colour = ColourInfo.GradientVertical(Color4Extensions.FromHex("#7CF6FF"), Color4Extensions.FromHex("#BAFFA9")),
InnerRadius = accuracy_circle_radius,
},
new BufferedContainer
{
Name = "Graded circles",
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Size = new Vector2(0.8f),
Padding = new MarginPadding(2),
Children = new Drawable[]
{
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = accuracyC - NOTCH_WIDTH_PERCENTAGE },
Rotation = NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = accuracyB - accuracyC - NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyC * 360 + NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = accuracyA - accuracyB - NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyB * 360 + NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = accuracyS - accuracyA - NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyA * 360 + NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = accuracyX - accuracyS - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyS * 360 + NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
InnerRadius = RANK_CIRCLE_RADIUS,
Current = { Value = 1f - (accuracyX - virtual_ss_percentage) - NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyX - virtual_ss_percentage) * 360 + NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcColor,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = RANK_CIRCLE_RADIUS - 0.02f,
}
}
}
},
gradedCircles = new GradedCircles(accuracyC, accuracyB, accuracyA, accuracyS, accuracyX),
badges = new Container<RankBadge>
{
Name = "Rank badges",
@ -259,7 +169,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
new RankBadge(accuracyB, Interpolation.Lerp(accuracyB, accuracyA, 0.5), getRank(ScoreRank.B)),
// The S and A badges are moved down slightly to prevent collision with the SS badge.
new RankBadge(accuracyA, Interpolation.Lerp(accuracyA, accuracyS, 0.25), getRank(ScoreRank.A)),
new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - virtual_ss_percentage), 0.25), getRank(ScoreRank.S)),
new RankBadge(accuracyS, Interpolation.Lerp(accuracyS, (accuracyX - VIRTUAL_SS_PERCENTAGE), 0.25), getRank(ScoreRank.S)),
new RankBadge(accuracyX, accuracyX, getRank(ScoreRank.X)),
}
},
@ -301,8 +211,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
});
}
using (BeginDelayedSequence(RANK_CIRCLE_TRANSFORM_DELAY))
innerMask.FillTo(1f, RANK_CIRCLE_TRANSFORM_DURATION, ACCURACY_TRANSFORM_EASING);
gradedCircles.Transform();
using (BeginDelayedSequence(ACCURACY_TRANSFORM_DELAY))
{
@ -331,7 +240,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (score.Rank == ScoreRank.X || score.Rank == ScoreRank.XH)
targetAccuracy = 1;
else
targetAccuracy = Math.Min(accuracyX - virtual_ss_percentage - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
targetAccuracy = Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE - NOTCH_WIDTH_PERCENTAGE / 2, targetAccuracy);
// The accuracy circle gauge visually fills up a bit too much.
// This wouldn't normally matter but we want it to align properly with the inner graded circle in the above cases.
@ -368,7 +277,7 @@ namespace osu.Game.Screens.Ranking.Expanded.Accuracy
if (badge.Accuracy > score.Accuracy)
continue;
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - virtual_ss_percentage, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
using (BeginDelayedSequence(inverseEasing(ACCURACY_TRANSFORM_EASING, Math.Min(accuracyX - VIRTUAL_SS_PERCENTAGE, badge.Accuracy) / targetAccuracy) * ACCURACY_TRANSFORM_DURATION))
{
badge.Appear();

View File

@ -0,0 +1,113 @@
// 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.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.UserInterface;
using osu.Game.Graphics;
using osu.Game.Scoring;
using osuTK;
namespace osu.Game.Screens.Ranking.Expanded.Accuracy
{
public partial class GradedCircles : BufferedContainer
{
private readonly CircularProgress innerMask;
public GradedCircles(double accuracyC, double accuracyB, double accuracyA, double accuracyS, double accuracyX)
{
Anchor = Anchor.Centre;
Origin = Anchor.Centre;
RelativeSizeAxes = Axes.Both;
Size = new Vector2(0.8f);
Padding = new MarginPadding(2);
Children = new Drawable[]
{
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.D),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyC - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.C),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyB - accuracyC - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyC * 360 + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.B),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyA - accuracyB - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyB * 360 + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.A),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyS - accuracyA - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyA * 360 + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.S),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = accuracyX - accuracyS - AccuracyCircle.VIRTUAL_SS_PERCENTAGE - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)accuracyS * 360 + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new CircularProgress
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = OsuColour.ForRank(ScoreRank.X),
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS,
Current = { Value = 1f - (accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE) - AccuracyCircle.NOTCH_WIDTH_PERCENTAGE },
Rotation = (float)(accuracyX - AccuracyCircle.VIRTUAL_SS_PERCENTAGE) * 360 + AccuracyCircle.NOTCH_WIDTH_PERCENTAGE * 0.5f * 360
},
new BufferedContainer
{
Name = "Graded circle mask",
RelativeSizeAxes = Axes.Both,
Padding = new MarginPadding(1),
Blending = new BlendingParameters
{
Source = BlendingType.DstColor,
Destination = BlendingType.OneMinusSrcColor,
SourceAlpha = BlendingType.One,
DestinationAlpha = BlendingType.SrcAlpha
},
Child = innerMask = new CircularProgress
{
RelativeSizeAxes = Axes.Both,
InnerRadius = AccuracyCircle.RANK_CIRCLE_RADIUS - 0.02f,
}
}
};
}
public void Transform()
{
using (BeginDelayedSequence(AccuracyCircle.RANK_CIRCLE_TRANSFORM_DELAY))
innerMask.FillTo(1f, AccuracyCircle.RANK_CIRCLE_TRANSFORM_DURATION, AccuracyCircle.ACCURACY_TRANSFORM_EASING);
}
}
}