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Change fail effect to be less distracting
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parent
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commit
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@ -1,11 +1,8 @@
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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.Linq;
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using NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Screens.Play.HUD;
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@ -40,7 +37,7 @@ namespace osu.Game.Tests.Visual.Gameplay
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public void TestLayerFading()
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{
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AddSliderStep("current health", 0.0, 1.0, 1.0, val => layer.Current.Value = val);
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var box = layer.ChildrenOfType<Box>().First();
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var box = layer.Child;
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AddStep("set health to 0.10", () => layer.Current.Value = 0.10);
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AddWaitStep("wait for fade to finish", 5);
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@ -4,12 +4,16 @@
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using System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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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.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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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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@ -22,8 +26,6 @@ namespace osu.Game.Screens.Play.HUD
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private const int fade_time = 400;
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private readonly Box box;
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private Bindable<bool> enabled;
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/// <summary>
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@ -31,20 +33,43 @@ namespace osu.Game.Screens.Play.HUD
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/// </summary>
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public double LowHealthThreshold = 0.20f;
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private readonly Container boxes;
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public FailingLayer()
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{
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RelativeSizeAxes = Axes.Both;
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Child = box = new Box
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Children = new Drawable[]
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{
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RelativeSizeAxes = Axes.Both,
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Alpha = 0
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boxes = new Container
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{
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Blending = BlendingParameters.Additive,
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RelativeSizeAxes = Axes.Both,
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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 = ColourInfo.GradientVertical(Color4.White, Color4.White.Opacity(0)),
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Height = 0.2f,
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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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Height = 0.2f,
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Colour = ColourInfo.GradientVertical(Color4.White.Opacity(0), Color4.White),
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Anchor = Anchor.BottomLeft,
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Origin = Anchor.BottomLeft,
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},
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}
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},
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour color, OsuConfigManager config)
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{
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box.Colour = color.Red;
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boxes.Colour = color.Red;
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enabled = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
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enabled.BindValueChanged(e => this.FadeTo(e.NewValue ? 1 : 0, fade_time, Easing.OutQuint), true);
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}
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@ -53,6 +78,7 @@ namespace osu.Game.Screens.Play.HUD
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{
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base.BindHealthProcessor(processor);
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// don't display ever if the ruleset is not using a draining health display.
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if (!(processor is DrainingHealthProcessor))
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{
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enabled.UnbindBindings();
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@ -62,7 +88,7 @@ namespace osu.Game.Screens.Play.HUD
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protected override void Update()
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{
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box.Alpha = (float)Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, fade_time), box.Alpha,
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boxes.Alpha = (float)Interpolation.ValueAt(Math.Clamp(Clock.ElapsedFrameTime, 0, fade_time), boxes.Alpha,
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Math.Clamp(max_alpha * (1 - Current.Value / LowHealthThreshold), 0, max_alpha), 0, fade_time, Easing.Out);
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base.Update();
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