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Merge pull request #24986 from peppy/health-animates-in-intro
Add initial animation for health bars
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commit
7c7771afca
@ -12,6 +12,7 @@ using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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@ -20,9 +21,9 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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protected override Drawable CreateArgonImplementation() => new ArgonHealthDisplay();
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protected override Drawable CreateDefaultImplementation() => new DefaultHealthDisplay();
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protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay();
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protected override Drawable CreateArgonImplementation() => new ArgonHealthDisplay { Scale = new Vector2(0.6f) };
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protected override Drawable CreateDefaultImplementation() => new DefaultHealthDisplay { Scale = new Vector2(0.6f) };
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protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay { Scale = new Vector2(0.6f) };
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[SetUpSteps]
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public void SetUpSteps()
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@ -62,4 +63,4 @@ namespace osu.Game.Tests.Visual.Gameplay
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}, 3);
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}
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}
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}
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}
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@ -64,7 +64,7 @@ namespace osu.Game.Screens.Play.HUD
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private readonly List<Vector2> missBarVertices = new List<Vector2>();
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private readonly List<Vector2> healthBarVertices = new List<Vector2>();
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private double glowBarValue = 1;
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private double glowBarValue;
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public double GlowBarValue
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{
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@ -79,7 +79,7 @@ namespace osu.Game.Screens.Play.HUD
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}
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}
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private double healthBarValue = 1;
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private double healthBarValue;
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public double HealthBarValue
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{
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@ -29,6 +29,8 @@ namespace osu.Game.Screens.Play.HUD
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/// </summary>
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public readonly Bindable<bool> ShowHealth = new Bindable<bool>();
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protected override bool PlayInitialIncreaseAnimation => false;
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private const float max_alpha = 0.4f;
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private const int fade_time = 400;
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private const float gradient_size = 0.2f;
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@ -6,7 +6,9 @@ using osu.Framework.Bindables;
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using osu.Framework.Extensions.ObjectExtensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Threading;
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using osu.Game.Rulesets.Judgements;
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using osu.Game.Rulesets.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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@ -23,12 +25,18 @@ namespace osu.Game.Screens.Play.HUD
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[Resolved]
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protected HealthProcessor HealthProcessor { get; private set; } = null!;
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public Bindable<double> Current { get; } = new BindableDouble(1)
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protected virtual bool PlayInitialIncreaseAnimation => true;
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public Bindable<double> Current { get; } = new BindableDouble
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{
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MinValue = 0,
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MaxValue = 1
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};
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private BindableNumber<double> health = null!;
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private ScheduledDelegate? initialIncrease;
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/// <summary>
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/// Triggered when a <see cref="Judgement"/> is a successful hit, signaling the health display to perform a flash animation (if designed to do so).
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/// </summary>
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@ -52,14 +60,56 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.LoadComplete();
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Current.BindTo(HealthProcessor.Health);
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HealthProcessor.NewJudgement += onNewJudgement;
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// Don't bind directly so we can animate the startup procedure.
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health = HealthProcessor.Health.GetBoundCopy();
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health.BindValueChanged(h =>
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{
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finishInitialAnimation();
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Current.Value = h.NewValue;
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});
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if (hudOverlay != null)
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showHealthBar.BindTo(hudOverlay.ShowHealthBar);
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// this probably shouldn't be operating on `this.`
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showHealthBar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true);
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if (PlayInitialIncreaseAnimation)
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startInitialAnimation();
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else
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Current.Value = 1;
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}
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private void startInitialAnimation()
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{
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// TODO: this should run in gameplay time, including showing a larger increase when skipping.
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// TODO: it should also start increasing relative to the first hitobject.
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const double increase_delay = 150;
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initialIncrease = Scheduler.AddDelayed(() =>
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{
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double newValue = Current.Value + 0.05f;
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this.TransformBindableTo(Current, newValue, increase_delay);
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Flash(new JudgementResult(new HitObject(), new Judgement()));
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if (newValue >= 1)
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finishInitialAnimation();
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}, increase_delay, true);
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}
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private void finishInitialAnimation()
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{
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initialIncrease?.Cancel();
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initialIncrease = null;
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// aside from the repeating `initialIncrease` scheduled task,
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// there may also be a `Current` transform in progress from that schedule.
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// ensure it plays out fully, to prevent changes to `Current.Value` being discarded by the ongoing transform.
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// and yes, this funky `targetMember` spec is seemingly the only way to do this
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// (see: https://github.com/ppy/osu-framework/blob/fe2769171c6e26d1b6fdd6eb7ea8353162fe9065/osu.Framework/Graphics/Transforms/TransformBindable.cs#L21)
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FinishTransforms(targetMember: $"{Current.GetHashCode()}.{nameof(Current.Value)}");
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}
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private void onNewJudgement(JudgementResult judgement)
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@ -66,6 +66,7 @@ namespace osu.Game.Skinning
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marker.Current.BindTo(Current);
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maxFillWidth = fill.Width;
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fill.Width = 0;
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}
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protected override void Update()
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