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mirror of https://github.com/ppy/osu.git synced 2024-12-14 16:52:54 +08:00

Remove a lot of constants (use object initialisers instead).

This commit is contained in:
Dean Herbert 2017-02-23 12:17:59 +09:00
parent aec5fa9d72
commit 8787b0dc90
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@ -2,6 +2,7 @@
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System.Linq;
using osu.Framework;
using OpenTK.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Graphics;
@ -14,40 +15,14 @@ namespace osu.Game.Overlays
{
public abstract class WaveOverlayContainer : OverlayContainer
{
private const float first_wave_position = -130;
private const float second_wave_position = 0;
private const float third_wave_position = 70;
private const float fourth_wave_position = 100;
private const float waves_container_position = -150;
private float[] wavePositions
{
get
{
return new float[] { first_wave_position, second_wave_position, third_wave_position, fourth_wave_position };
}
}
private const float first_wave_duration = 600;
private const float second_wave_duration = 700;
private const float third_wave_duration = 800;
private const float fourth_wave_duration = 900;
private const float container_wait = 200;
private const float waves_container_duration = 400;
private const float content_duration = 700;
private const float content_transition_wait = 100;
internal const float CONTENT_EXIT_DURATION = 600;
private float[] waveDurations
{
get
{
return new float[] { first_wave_duration, second_wave_duration, third_wave_duration, fourth_wave_duration };
}
}
private const float first_wave_rotation = 13;
private const float second_wave_rotation = -7;
private const float third_wave_rotation = 4;
private const float fourth_wave_rotation = -2;
internal const float CONTENT_EXIT_DURATION = 600;
private const float waves_container_position = -150;
private Wave firstWave, secondWave, thirdWave, fourthWave;
@ -56,76 +31,62 @@ namespace osu.Game.Overlays
private readonly Container contentContainer;
protected override Container<Drawable> Content => contentContainer;
private Color4 firstWaveColour;
public Color4 FirstWaveColour
{
get
{
return firstWaveColour;
return firstWave.Colour;
}
set
{
if (firstWaveColour == value) return;
firstWaveColour = value;
if (firstWave.Colour == value) return;
firstWave.Colour = value;
}
}
private Color4 secondWaveColour;
public Color4 SecondWaveColour
{
get
{
return secondWaveColour;
return secondWave.Colour;
}
set
{
if (secondWaveColour == value) return;
secondWaveColour = value;
if (secondWave.Colour == value) return;
secondWave.Colour = value;
}
}
private Color4 thirdWaveColour;
public Color4 ThirdWaveColour
{
get
{
return thirdWaveColour;
return thirdWave.Colour;
}
set
{
if (thirdWaveColour == value) return;
thirdWaveColour = value;
if (thirdWave.Colour == value) return;
thirdWave.Colour = value;
}
}
private Color4 fourthWaveColour;
public Color4 FourthWaveColour
{
get
{
return fourthWaveColour;
return fourthWave.Colour;
}
set
{
if (fourthWaveColour == value) return;
fourthWaveColour = value;
if (fourthWave.Colour == value) return;
fourthWave.Colour = value;
}
}
protected override void PopIn()
{
base.Show();
int i = 0;
foreach (var w in wavesContainer.Children)
{
w.MoveToY(wavePositions[i], waveDurations[i], EasingTypes.OutQuint);
i++;
}
w.State = Visibility.Visible;
DelayReset();
Delay(container_wait);
@ -133,7 +94,7 @@ namespace osu.Game.Overlays
{
if (State == Visibility.Visible)
{
wavesContainer.MoveToY(waves_container_position, waves_container_duration, EasingTypes.None);
//wavesContainer.MoveToY(waves_container_position, waves_container_duration, EasingTypes.None);
contentContainer.FadeIn(content_duration, EasingTypes.OutQuint);
contentContainer.MoveToY(0, content_duration, EasingTypes.OutQuint);
@ -147,24 +108,16 @@ namespace osu.Game.Overlays
protected override void PopOut()
{
base.Hide();
contentContainer.FadeOut(CONTENT_EXIT_DURATION, EasingTypes.InSine);
contentContainer.MoveToY(DrawHeight, CONTENT_EXIT_DURATION, EasingTypes.InSine);
TransitionOut();
foreach (var w in wavesContainer.Children)
w.MoveToY(DrawHeight, second_wave_duration, EasingTypes.InSine);
w.State = Visibility.Hidden;
DelayReset();
Delay(container_wait);
Schedule(() =>
{
if (State == Visibility.Hidden)
{
wavesContainer.MoveToY(0, waves_container_duration, EasingTypes.None);
}
});
//wavesContainer.MoveToY(0, waves_container_duration);
}
protected abstract void TransitionOut();
@ -173,37 +126,52 @@ namespace osu.Game.Overlays
{
Masking = true;
const int wave_count = 4;
const float total_duration = 800;
const float duration_change = 0;
float appearDuration = total_duration - wave_count * duration_change;
float disappearDuration = total_duration;
AddInternal(wavesContainer = new Container<Wave>
{
RelativeSizeAxes = Axes.Both,
Origin = Anchor.TopCentre,
Anchor = Anchor.TopCentre,
Children = new Wave[]
Children = new[]
{
firstWave = new Wave
{
Rotation = first_wave_rotation,
Colour = FirstWaveColour,
Rotation = 13,
FinalPosition = -830,
TransitionDurationAppear = (appearDuration += duration_change),
TransitionDurationDisappear = (disappearDuration -= duration_change),
},
secondWave = new Wave
{
Origin = Anchor.TopRight,
Anchor = Anchor.TopRight,
Rotation = second_wave_rotation,
Colour = SecondWaveColour,
Rotation = -7,
FinalPosition = -460,
TransitionDurationAppear = (appearDuration += duration_change),
TransitionDurationDisappear = (disappearDuration -= duration_change),
},
thirdWave = new Wave
{
Rotation = third_wave_rotation,
Colour = ThirdWaveColour,
Rotation = 4,
FinalPosition = -290,
TransitionDurationAppear = (appearDuration += duration_change),
TransitionDurationDisappear = (disappearDuration -= duration_change),
},
fourthWave = new Wave
{
Origin = Anchor.TopRight,
Anchor = Anchor.TopRight,
Rotation = fourth_wave_rotation,
Colour = FourthWaveColour,
Rotation = -2,
FinalPosition = -120,
TransitionDurationAppear = (appearDuration += duration_change),
TransitionDurationDisappear = (disappearDuration -= duration_change),
},
},
});
@ -224,8 +192,12 @@ namespace osu.Game.Overlays
});
}
class Wave : Container
class Wave : Container, IStateful<Visibility>
{
public float FinalPosition;
public float TransitionDurationAppear;
public float TransitionDurationDisappear;
public Wave()
{
RelativeSizeAxes = Axes.Both;
@ -246,6 +218,27 @@ namespace osu.Game.Overlays
},
};
}
private Visibility state;
public Visibility State
{
get { return state; }
set
{
if (value == state) return;
state = value;
switch (value)
{
case Visibility.Hidden:
MoveToY(DrawHeight / Height, TransitionDurationDisappear, EasingTypes.OutSine);
break;
case Visibility.Visible:
MoveToY(FinalPosition, TransitionDurationAppear, EasingTypes.Out);
break;
}
}
}
}
}
}