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Rename to LowHealthLayer to FaillingLayer.
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commit
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@ -103,38 +103,6 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep("return value", () => config.Set<bool>(OsuSetting.KeyOverlay, keyCounterVisibleValue));
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AddStep("return value", () => config.Set<bool>(OsuSetting.KeyOverlay, keyCounterVisibleValue));
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}
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}
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[Test]
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public void TestChangeHealthValue()
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{
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void applyToHealthDisplays(double value)
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{
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if (hudOverlay == null) return;
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hudOverlay.LowHealthDisplay.Current.Value = value;
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hudOverlay.HealthDisplay.Current.Value = value;
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}
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createNew();
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AddSliderStep("health value", 0, 1, 0.5, applyToHealthDisplays);
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AddStep("enable low health display", () =>
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{
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config.Set(OsuSetting.FadePlayfieldWhenLowHealth, true);
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hudOverlay.LowHealthDisplay.FinishTransforms(true);
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});
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AddAssert("low health display is visible", () => hudOverlay.LowHealthDisplay.IsPresent);
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AddStep("set health to 30%", () => applyToHealthDisplays(0.3));
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AddAssert("hud is not faded to red", () => !hudOverlay.LowHealthDisplay.Child.IsPresent);
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AddStep("set health to < 10%", () => applyToHealthDisplays(0.1f));
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AddAssert("hud is faded to red", () => hudOverlay.LowHealthDisplay.Child.IsPresent);
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AddStep("disable low health display", () =>
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{
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config.Set(OsuSetting.FadePlayfieldWhenLowHealth, false);
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hudOverlay.LowHealthDisplay.FinishTransforms(true);
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});
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AddAssert("low health display is not visible", () => !hudOverlay.LowHealthDisplay.IsPresent);
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}
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private void createNew(Action<HUDOverlay> action = null)
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private void createNew(Action<HUDOverlay> action = null)
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{
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{
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AddStep("create overlay", () =>
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AddStep("create overlay", () =>
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47
osu.Game/Screens/Play/HUD/FaillingLayer.cs
Normal file
47
osu.Game/Screens/Play/HUD/FaillingLayer.cs
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@ -0,0 +1,47 @@
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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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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// An overlay layer on top of the player HUD which fades to red when the current player health falls a certain threshold defined by <see cref="LowHealthThreshold"/>.
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/// </summary>
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public class FaillingLayer : HealthDisplay
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{
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private const float max_alpha = 0.4f;
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private readonly Box box;
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/// <summary>
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/// The threshold under which the current player life should be considered low and the layer should start fading in.
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/// </summary>
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protected virtual double LowHealthThreshold => 0.20f;
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public FaillingLayer()
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{
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Child = box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour color)
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{
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box.Colour = color.Red;
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}
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protected override void Update()
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{
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box.Alpha = (float)Math.Clamp(max_alpha * (1 - Current.Value / LowHealthThreshold), 0, max_alpha);
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base.Update();
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}
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}
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}
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@ -1,47 +0,0 @@
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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.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public class LowHealthLayer : HealthDisplay
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{
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private const float max_alpha = 0.4f;
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private const double fade_time = 300;
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private readonly Box box;
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private Bindable<bool> configFadeRedWhenLowHealth;
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public LowHealthLayer()
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{
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Child = box = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuConfigManager config, OsuColour color)
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{
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configFadeRedWhenLowHealth = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenLowHealth);
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box.Colour = color.Red;
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configFadeRedWhenLowHealth.BindValueChanged(value =>
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{
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if (value.NewValue)
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this.FadeIn(fade_time, Easing.OutQuint);
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else
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this.FadeOut(fade_time, Easing.OutQuint);
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}, true);
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}
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}
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}
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