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Add initial animation for health bars

This commit is contained in:
Dean Herbert 2023-10-02 17:01:56 +09:00
parent 622cbc3af7
commit 82ba545358
3 changed files with 43 additions and 4 deletions

View File

@ -212,7 +212,7 @@ namespace osu.Game.Screens.Play.HUD
}
}
private double missBarValue = 1.0;
private double missBarValue;
private readonly List<Vector2> missBarVertices = new List<Vector2>();
public double MissBarValue
@ -228,7 +228,7 @@ namespace osu.Game.Screens.Play.HUD
}
}
private double healthBarValue = 1.0;
private double healthBarValue;
private readonly List<Vector2> healthBarVertices = new List<Vector2>();
public double HealthBarValue

View File

@ -6,7 +6,9 @@ using osu.Framework.Bindables;
using osu.Framework.Extensions.ObjectExtensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Threading;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects;
using osu.Game.Rulesets.Scoring;
using osu.Game.Rulesets.UI;
@ -23,12 +25,16 @@ namespace osu.Game.Screens.Play.HUD
[Resolved]
protected HealthProcessor HealthProcessor { get; private set; } = null!;
public Bindable<double> Current { get; } = new BindableDouble(1)
public Bindable<double> Current { get; } = new BindableDouble
{
MinValue = 0,
MaxValue = 1
};
private BindableNumber<double> health = null!;
private ScheduledDelegate? initialIncrease;
/// <summary>
/// Triggered when a <see cref="Judgement"/> is a successful hit, signaling the health display to perform a flash animation (if designed to do so).
/// </summary>
@ -52,14 +58,46 @@ namespace osu.Game.Screens.Play.HUD
{
base.LoadComplete();
Current.BindTo(HealthProcessor.Health);
HealthProcessor.NewJudgement += onNewJudgement;
// Don't bind directly so we can animate the startup procedure.
health = HealthProcessor.Health.GetBoundCopy();
health.BindValueChanged(h =>
{
Current.Value = h.NewValue;
finishInitialAnimation();
});
if (hudOverlay != null)
showHealthBar.BindTo(hudOverlay.ShowHealthBar);
// this probably shouldn't be operating on `this.`
showHealthBar.BindValueChanged(healthBar => this.FadeTo(healthBar.NewValue ? 1 : 0, HUDOverlay.FADE_DURATION, HUDOverlay.FADE_EASING), true);
startInitialAnimation();
}
private void startInitialAnimation()
{
// TODO: this should run in gameplay time, including showing a larger increase when skipping.
// TODO: it should also start increasing relative to the first hitobject.
const double increase_delay = 150;
initialIncrease = Scheduler.AddDelayed(() =>
{
double newValue = Current.Value + 0.05f;
this.TransformBindableTo(Current, newValue, increase_delay);
Flash(new JudgementResult(new HitObject(), new Judgement()));
if (newValue >= 1)
finishInitialAnimation();
}, increase_delay, true);
}
private void finishInitialAnimation()
{
initialIncrease?.Cancel();
initialIncrease = null;
}
private void onNewJudgement(JudgementResult judgement)

View File

@ -66,6 +66,7 @@ namespace osu.Game.Skinning
marker.Current.BindTo(Current);
maxFillWidth = fill.Width;
fill.Width = 0;
}
protected override void Update()