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Merge pull request #24980 from frenzibyte/gameplay-hud-redesign/health-display
Implement redesigned health bar display for "Argon" skin
This commit is contained in:
commit
844a3b6c1b
Binary file not shown.
@ -52,7 +52,9 @@ namespace osu.Game.Tests.Skins
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// Covers player avatar and flag.
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// Covers player avatar and flag.
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"Archives/modified-argon-20230305.osk",
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"Archives/modified-argon-20230305.osk",
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// Covers key counters
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// Covers key counters
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"Archives/modified-argon-pro-20230618.osk"
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"Archives/modified-argon-pro-20230618.osk",
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// Covers "Argon" health display
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"Archives/modified-argon-pro-20231001.osk"
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};
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};
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/// <summary>
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/// <summary>
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@ -0,0 +1,78 @@
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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 NUnit.Framework;
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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.Framework.Testing;
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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.Osu.Judgements;
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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 osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public partial class TestSceneArgonHealthDisplay : OsuTestScene
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{
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep(@"Reset all", delegate
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{
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healthProcessor.Health.Value = 1;
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healthProcessor.Failed += () => false; // health won't be updated if the processor gets into a "fail" state.
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = Color4.Gray,
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},
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new ArgonHealthDisplay
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(2f),
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},
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};
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});
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}
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[Test]
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public void TestHealthDisplayIncrementing()
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{
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AddRepeatStep("apply miss judgement", delegate
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{
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healthProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss });
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}, 5);
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AddRepeatStep(@"decrease hp slightly", delegate
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{
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healthProcessor.Health.Value -= 0.01f;
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}, 10);
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AddRepeatStep(@"increase hp without flash", delegate
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{
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healthProcessor.Health.Value += 0.1f;
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}, 3);
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AddRepeatStep(@"increase hp with flash", delegate
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{
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healthProcessor.Health.Value += 0.1f;
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healthProcessor.ApplyResult(new JudgementResult(new HitCircle(), new OsuJudgement())
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{
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Type = HitResult.Perfect
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});
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}, 3);
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}
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}
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}
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@ -6,6 +6,7 @@ using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics;
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using osu.Framework.Testing;
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using osu.Framework.Testing;
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using osu.Game.Rulesets.Judgements;
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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.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Judgements;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Osu.Objects;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.Scoring;
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@ -19,6 +20,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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[Cached(typeof(HealthProcessor))]
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[Cached(typeof(HealthProcessor))]
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private HealthProcessor healthProcessor = new DrainingHealthProcessor(0);
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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 CreateDefaultImplementation() => new DefaultHealthDisplay();
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protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay();
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protected override Drawable CreateLegacyImplementation() => new LegacyHealthDisplay();
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@ -28,15 +30,21 @@ namespace osu.Game.Tests.Visual.Gameplay
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AddStep(@"Reset all", delegate
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AddStep(@"Reset all", delegate
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{
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{
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healthProcessor.Health.Value = 1;
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healthProcessor.Health.Value = 1;
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healthProcessor.Failed += () => false; // health won't be updated if the processor gets into a "fail" state.
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});
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});
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}
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}
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[Test]
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[Test]
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public void TestHealthDisplayIncrementing()
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public void TestHealthDisplayIncrementing()
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{
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{
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AddRepeatStep(@"decrease hp", delegate
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AddRepeatStep("apply miss judgement", delegate
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{
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{
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healthProcessor.Health.Value -= 0.08f;
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healthProcessor.ApplyResult(new JudgementResult(new HitObject(), new Judgement()) { Type = HitResult.Miss });
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}, 5);
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AddRepeatStep(@"decrease hp slightly", delegate
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{
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healthProcessor.Health.Value -= 0.01f;
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}, 10);
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}, 10);
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AddRepeatStep(@"increase hp without flash", delegate
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AddRepeatStep(@"increase hp without flash", delegate
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@ -54,4 +62,4 @@ namespace osu.Game.Tests.Visual.Gameplay
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}, 3);
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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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}
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}
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323
osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
Normal file
323
osu.Game/Screens/Play/HUD/ArgonHealthDisplay.cs
Normal file
@ -0,0 +1,323 @@
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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 System.Collections.Generic;
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using System.Linq;
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using osu.Framework.Allocation;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Lines;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Threading;
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using osu.Framework.Utils;
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using osu.Game.Graphics;
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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.Objects.Types;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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public partial class ArgonHealthDisplay : HealthDisplay, ISerialisableDrawable
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{
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public bool UsesFixedAnchor { get; set; }
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private BarPath mainBar = null!;
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/// <summary>
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/// Used to show a glow at the end of the main bar, or red "damage" area when missing.
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/// </summary>
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private BarPath glowBar = null!;
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private BackgroundPath background = null!;
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private SliderPath barPath = null!;
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private static readonly Colour4 main_bar_colour = Colour4.White;
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private static readonly Colour4 main_bar_glow_colour = Color4Extensions.FromHex("#7ED7FD").Opacity(0.5f);
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private ScheduledDelegate? resetMissBarDelegate;
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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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public double GlowBarValue
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{
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get => glowBarValue;
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set
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{
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if (glowBarValue == value)
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return;
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glowBarValue = value;
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updatePathVertices();
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}
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}
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private double healthBarValue = 1;
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public double HealthBarValue
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{
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get => healthBarValue;
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set
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{
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if (healthBarValue == value)
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return;
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healthBarValue = value;
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updatePathVertices();
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}
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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AutoSizeAxes = Axes.Both;
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InternalChild = new FillFlowContainer
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(4f, 0f),
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Children = new Drawable[]
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{
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new Circle
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{
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Margin = new MarginPadding { Top = 8.5f, Left = -2 },
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Size = new Vector2(50f, 3f),
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},
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new Container
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{
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AutoSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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background = new BackgroundPath
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{
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PathRadius = 10f,
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},
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glowBar = new BarPath
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{
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BarColour = Color4.White,
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GlowColour = OsuColour.Gray(0.5f),
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Blending = BlendingParameters.Additive,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0.8f), Color4.White),
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PathRadius = 40f,
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// Kinda hacky, but results in correct positioning with increased path radius.
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Margin = new MarginPadding(-30f),
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GlowPortion = 0.9f,
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},
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mainBar = new BarPath
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{
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AutoSizeAxes = Axes.None,
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RelativeSizeAxes = Axes.Both,
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Blending = BlendingParameters.Additive,
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BarColour = main_bar_colour,
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GlowColour = main_bar_glow_colour,
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PathRadius = 10f,
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GlowPortion = 0.6f,
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},
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}
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}
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},
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};
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updatePath();
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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Current.BindValueChanged(v =>
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{
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if (v.NewValue >= GlowBarValue)
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finishMissDisplay();
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this.TransformTo(nameof(HealthBarValue), v.NewValue, 300, Easing.OutQuint);
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if (resetMissBarDelegate == null)
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this.TransformTo(nameof(GlowBarValue), v.NewValue, 300, Easing.OutQuint);
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}, true);
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}
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protected override void Update()
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{
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base.Update();
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mainBar.Alpha = (float)Interpolation.DampContinuously(mainBar.Alpha, Current.Value > 0 ? 1 : 0, 40, Time.Elapsed);
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glowBar.Alpha = (float)Interpolation.DampContinuously(glowBar.Alpha, GlowBarValue > 0 ? 1 : 0, 40, Time.Elapsed);
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}
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protected override void Flash(JudgementResult result)
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{
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base.Flash(result);
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mainBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour.Opacity(0.8f))
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.OutQuint);
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if (resetMissBarDelegate == null)
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{
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glowBar.TransformTo(nameof(BarPath.BarColour), Colour4.White, 100, Easing.OutQuint)
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.Then()
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.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 800, Easing.OutQuint);
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glowBar.TransformTo(nameof(BarPath.GlowColour), Colour4.White)
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.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 800, Easing.OutQuint);
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}
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}
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protected override void Miss(JudgementResult result)
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{
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base.Miss(result);
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if (resetMissBarDelegate != null)
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{
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resetMissBarDelegate.Cancel();
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resetMissBarDelegate = null;
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|
}
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else
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{
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// Reset any ongoing animation immediately, else things get weird.
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this.TransformTo(nameof(GlowBarValue), HealthBarValue);
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|
}
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this.Delay(500).Schedule(() =>
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{
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this.TransformTo(nameof(GlowBarValue), Current.Value, 300, Easing.OutQuint);
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finishMissDisplay();
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}, out resetMissBarDelegate);
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|
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glowBar.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 147, 147, 255), 100, Easing.OutQuint).Then()
|
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.TransformTo(nameof(BarPath.BarColour), new Colour4(255, 93, 93, 255), 800, Easing.OutQuint);
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|
|
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glowBar.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255).Lighten(0.2f))
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.TransformTo(nameof(BarPath.GlowColour), new Colour4(253, 0, 0, 255), 800, Easing.OutQuint);
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||||||
|
}
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||||||
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private void finishMissDisplay()
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{
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if (Current.Value > 0)
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{
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glowBar.TransformTo(nameof(BarPath.BarColour), main_bar_colour, 300, Easing.In);
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glowBar.TransformTo(nameof(BarPath.GlowColour), main_bar_glow_colour, 300, Easing.In);
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}
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||||||
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resetMissBarDelegate?.Cancel();
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resetMissBarDelegate = null;
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||||||
|
}
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||||||
|
|
||||||
|
private void updatePath()
|
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|
{
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const float curve_start = 280;
|
||||||
|
const float curve_end = 310;
|
||||||
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const float curve_smoothness = 10;
|
||||||
|
|
||||||
|
const float bar_length = 350;
|
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const float bar_verticality = 32.5f;
|
||||||
|
|
||||||
|
Vector2 diagonalDir = (new Vector2(curve_end, bar_verticality) - new Vector2(curve_start, 0)).Normalized();
|
||||||
|
|
||||||
|
barPath = new SliderPath(new[]
|
||||||
|
{
|
||||||
|
new PathControlPoint(new Vector2(0, 0), PathType.Linear),
|
||||||
|
new PathControlPoint(new Vector2(curve_start - curve_smoothness, 0), PathType.Bezier),
|
||||||
|
new PathControlPoint(new Vector2(curve_start, 0)),
|
||||||
|
new PathControlPoint(new Vector2(curve_start, 0) + diagonalDir * curve_smoothness, PathType.Linear),
|
||||||
|
new PathControlPoint(new Vector2(curve_end, bar_verticality) - diagonalDir * curve_smoothness, PathType.Bezier),
|
||||||
|
new PathControlPoint(new Vector2(curve_end, bar_verticality)),
|
||||||
|
new PathControlPoint(new Vector2(curve_end + curve_smoothness, bar_verticality), PathType.Linear),
|
||||||
|
new PathControlPoint(new Vector2(bar_length, bar_verticality)),
|
||||||
|
});
|
||||||
|
|
||||||
|
List<Vector2> vertices = new List<Vector2>();
|
||||||
|
barPath.GetPathToProgress(vertices, 0.0, 1.0);
|
||||||
|
|
||||||
|
background.Vertices = vertices;
|
||||||
|
mainBar.Vertices = vertices;
|
||||||
|
glowBar.Vertices = vertices;
|
||||||
|
|
||||||
|
updatePathVertices();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void updatePathVertices()
|
||||||
|
{
|
||||||
|
barPath.GetPathToProgress(healthBarVertices, 0.0, healthBarValue);
|
||||||
|
barPath.GetPathToProgress(missBarVertices, healthBarValue, Math.Max(glowBarValue, healthBarValue));
|
||||||
|
|
||||||
|
if (healthBarVertices.Count == 0)
|
||||||
|
healthBarVertices.Add(Vector2.Zero);
|
||||||
|
|
||||||
|
if (missBarVertices.Count == 0)
|
||||||
|
missBarVertices.Add(Vector2.Zero);
|
||||||
|
|
||||||
|
glowBar.Vertices = missBarVertices.Select(v => v - missBarVertices[0]).ToList();
|
||||||
|
glowBar.Position = missBarVertices[0];
|
||||||
|
|
||||||
|
mainBar.Vertices = healthBarVertices.Select(v => v - healthBarVertices[0]).ToList();
|
||||||
|
mainBar.Position = healthBarVertices[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
private partial class BackgroundPath : SmoothPath
|
||||||
|
{
|
||||||
|
protected override Color4 ColourAt(float position)
|
||||||
|
{
|
||||||
|
if (position <= 0.128f)
|
||||||
|
return Color4.White.Opacity(0.8f);
|
||||||
|
|
||||||
|
return Interpolation.ValueAt(position,
|
||||||
|
Color4.White.Opacity(0.8f),
|
||||||
|
Color4.Black.Opacity(0.2f),
|
||||||
|
-0.5f, 1f, Easing.OutQuint);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private partial class BarPath : SmoothPath
|
||||||
|
{
|
||||||
|
private Colour4 barColour;
|
||||||
|
|
||||||
|
public Colour4 BarColour
|
||||||
|
{
|
||||||
|
get => barColour;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (barColour == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
barColour = value;
|
||||||
|
InvalidateTexture();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private Colour4 glowColour;
|
||||||
|
|
||||||
|
public Colour4 GlowColour
|
||||||
|
{
|
||||||
|
get => glowColour;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
if (glowColour == value)
|
||||||
|
return;
|
||||||
|
|
||||||
|
glowColour = value;
|
||||||
|
InvalidateTexture();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public float GlowPortion { get; init; }
|
||||||
|
|
||||||
|
protected override Color4 ColourAt(float position)
|
||||||
|
{
|
||||||
|
if (position >= GlowPortion)
|
||||||
|
return BarColour;
|
||||||
|
|
||||||
|
return Interpolation.ValueAt(position, Colour4.Black.Opacity(0.0f), GlowColour, 0.0, GlowPortion, Easing.InQuint);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -29,10 +29,22 @@ namespace osu.Game.Screens.Play.HUD
|
|||||||
MaxValue = 1
|
MaxValue = 1
|
||||||
};
|
};
|
||||||
|
|
||||||
|
/// <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>
|
||||||
|
/// <param name="result">The judgement result.</param>
|
||||||
protected virtual void Flash(JudgementResult result)
|
protected virtual void Flash(JudgementResult result)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Triggered when a <see cref="Judgement"/> resulted in the player losing health.
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="result">The judgement result.</param>
|
||||||
|
protected virtual void Miss(JudgementResult result)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
[Resolved]
|
[Resolved]
|
||||||
private HUDOverlay? hudOverlay { get; set; }
|
private HUDOverlay? hudOverlay { get; set; }
|
||||||
|
|
||||||
@ -54,6 +66,8 @@ namespace osu.Game.Screens.Play.HUD
|
|||||||
{
|
{
|
||||||
if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
|
if (judgement.IsHit && judgement.Type != HitResult.IgnoreHit)
|
||||||
Flash(judgement);
|
Flash(judgement);
|
||||||
|
else if (judgement.Judgement.HealthIncreaseFor(judgement) < 0)
|
||||||
|
Miss(judgement);
|
||||||
}
|
}
|
||||||
|
|
||||||
protected override void Dispose(bool isDisposing)
|
protected override void Dispose(bool isDisposing)
|
||||||
|
Loading…
Reference in New Issue
Block a user