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synced 2024-11-11 13:37:25 +08:00
Move circle visual implementation to new class
Allows for more precise skin control over state animations.
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900d17a4db
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@ -6,33 +6,29 @@ 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.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
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using osuTK;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Skinning;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public class DrawableHitCircle : DrawableOsuHitObject, IDrawableHitObjectWithProxiedApproach
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{
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public ApproachCircle ApproachCircle;
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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private readonly IBindable<Vector2> positionBindable = new Bindable<Vector2>();
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private readonly IBindable<int> stackHeightBindable = new Bindable<int>();
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private readonly IBindable<float> scaleBindable = new Bindable<float>();
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public OsuAction? HitAction => circle.HitAction;
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private readonly Container explodeContainer;
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public OsuAction? HitAction => hitArea.HitAction;
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private readonly Container scaleContainer;
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private readonly HitArea hitArea;
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public DrawableHitCircle(HitCircle h)
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: base(h)
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{
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@ -47,44 +43,30 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Child = explodeContainer = new Container
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Children = new Drawable[]
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{
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RelativeSizeAxes = Axes.Both,
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Origin = Anchor.Centre,
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Anchor = Anchor.Centre,
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Children = new Drawable[]
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hitArea = new HitArea
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{
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glow = new GlowPiece(),
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circle = new CirclePiece
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Hit = () =>
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{
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Hit = () =>
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{
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if (AllJudged)
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return false;
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if (AllJudged)
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return false;
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UpdateResult(true);
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return true;
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},
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UpdateResult(true);
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return true;
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},
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number = new NumberPiece
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{
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Text = (HitObject.IndexInCurrentCombo + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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}
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},
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new SkinnableDrawable("Play/Osu/Objects/Drawables/MainCircle", _ => new MainCirclePiece(HitObject.IndexInCurrentCombo)),
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ApproachCircle = new ApproachCircle
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{
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Alpha = 0,
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Scale = new Vector2(4),
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}
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}
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},
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};
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//may not be so correct
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Size = circle.DrawSize;
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Size = hitArea.DrawSize;
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}
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[BackgroundDependencyLoader]
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@ -98,13 +80,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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stackHeightBindable.BindTo(HitObject.StackHeightBindable);
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scaleBindable.BindTo(HitObject.ScaleBindable);
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AccentColour.BindValueChanged(colour =>
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{
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explode.Colour = colour.NewValue;
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glow.Colour = colour.NewValue;
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circle.Colour = colour.NewValue;
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ApproachCircle.Colour = colour.NewValue;
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}, true);
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AccentColour.BindValueChanged(accent => ApproachCircle.Colour = accent.NewValue, true);
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset)
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@ -139,8 +115,6 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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protected override void UpdateStateTransforms(ArmedState state)
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{
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glow.FadeOut(400);
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switch (state)
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{
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case ArmedState.Idle:
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@ -148,7 +122,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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Expire(true);
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circle.HitAction = null;
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hitArea.HitAction = null;
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// override lifetime end as FadeIn may have been changed externally, causing out expiration to be too early.
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LifetimeEnd = HitObject.StartTime + HitObject.HitWindows.HalfWindowFor(HitResult.Miss);
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@ -163,29 +137,50 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
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case ArmedState.Hit:
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ApproachCircle.FadeOut(50);
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const double flash_in = 40;
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(100);
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explode.FadeIn(flash_in);
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explodeContainer.ScaleTo(1.5f, 400, Easing.OutQuad);
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using (BeginDelayedSequence(flash_in, true))
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{
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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this.FadeOut(800);
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}
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Expire();
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// todo: temporary / arbitrary
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this.Delay(800).Expire();
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break;
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}
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}
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public Drawable ProxiedLayer => ApproachCircle;
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private class HitArea : Drawable, IKeyBindingHandler<OsuAction>
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{
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// IsHovered is used
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public override bool HandlePositionalInput => true;
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public Func<bool> Hit;
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public OsuAction? HitAction;
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public HitArea()
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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HitAction = action;
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return true;
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}
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action) => false;
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}
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}
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}
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@ -1,4 +1,4 @@
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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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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.Game.Rulesets.Objects.Drawables;
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@ -1,24 +1,15 @@
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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.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Input.Bindings;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class CirclePiece : Container, IKeyBindingHandler<OsuAction>
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public class CirclePiece : CompositeDrawable
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{
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// IsHovered is used
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public override bool HandlePositionalInput => true;
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public Func<bool> Hit;
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public OsuAction? HitAction;
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public CirclePiece()
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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@ -30,25 +21,5 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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InternalChild = new SkinnableDrawable("Play/osu/hitcircle", _ => new DefaultCirclePiece());
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}
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public bool OnPressed(OsuAction action)
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{
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switch (action)
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{
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case OsuAction.LeftButton:
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case OsuAction.RightButton:
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if (IsHovered && (Hit?.Invoke() ?? false))
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{
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HitAction = action;
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return true;
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}
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break;
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}
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return false;
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}
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public bool OnReleased(OsuAction action) => false;
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}
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}
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@ -0,0 +1,94 @@
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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.Containers;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables.Pieces
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{
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public class MainCirclePiece : CompositeDrawable
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{
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private readonly CirclePiece circle;
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private readonly RingPiece ring;
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private readonly FlashPiece flash;
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private readonly ExplodePiece explode;
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private readonly NumberPiece number;
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private readonly GlowPiece glow;
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public MainCirclePiece(int index)
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{
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Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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InternalChildren = new Drawable[]
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{
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glow = new GlowPiece(),
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circle = new CirclePiece(),
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number = new NumberPiece
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{
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Text = (index + 1).ToString(),
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},
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ring = new RingPiece(),
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flash = new FlashPiece(),
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explode = new ExplodePiece(),
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};
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}
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private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
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private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableObject)
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{
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state.BindTo(drawableObject.State);
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state.BindValueChanged(updateState, true);
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accentColour.BindTo(drawableObject.AccentColour);
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accentColour.BindValueChanged(colour =>
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{
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explode.Colour = colour.NewValue;
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glow.Colour = colour.NewValue;
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circle.Colour = colour.NewValue;
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}, true);
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}
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private void updateState(ValueChangedEvent<ArmedState> state)
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{
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glow.FadeOut(400);
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switch (state.NewValue)
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{
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case ArmedState.Hit:
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const double flash_in = 40;
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const double flash_out = 100;
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flash.FadeTo(0.8f, flash_in)
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.Then()
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.FadeOut(flash_out);
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explode.FadeIn(flash_in);
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this.ScaleTo(1.5f, 400, Easing.OutQuad);
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using (BeginDelayedSequence(flash_in, true))
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{
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//after the flash, we can hide some elements that were behind it
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ring.FadeOut();
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circle.FadeOut();
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number.FadeOut();
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this.FadeOut(800);
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}
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break;
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}
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}
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}
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}
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