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mirror of https://github.com/ppy/osu.git synced 2024-11-11 12:17:26 +08:00

Remove AccentColour binding from judgement lighting

This commit is contained in:
smoogipoo 2020-11-05 14:49:15 +09:00
parent a386765a9d
commit 9ac822beed
2 changed files with 51 additions and 19 deletions

View File

@ -2,22 +2,17 @@
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osuTK;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class DrawableOsuJudgement : DrawableJudgement
{
protected SkinnableSprite Lighting;
private Bindable<Color4> lightingColour;
protected SkinnableLighting Lighting { get; private set; }
[Resolved]
private OsuConfigManager config { get; set; }
@ -34,7 +29,7 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
[BackgroundDependencyLoader]
private void load()
{
AddInternal(Lighting = new SkinnableSprite("lighting")
AddInternal(Lighting = new SkinnableLighting
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
@ -59,19 +54,8 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
base.PrepareForUse();
lightingColour?.UnbindAll();
Lighting.ResetAnimation();
if (JudgedObject != null)
{
lightingColour = JudgedObject.AccentColour.GetBoundCopy();
lightingColour.BindValueChanged(colour => Lighting.Colour = Result.IsHit ? colour.NewValue : Color4.Transparent, true);
}
else
{
Lighting.Colour = Color4.White;
}
Lighting.SetColourFrom(JudgedObject, Result);
}
private double fadeOutDelay;

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@ -0,0 +1,48 @@
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
public class SkinnableLighting : SkinnableSprite
{
private DrawableHitObject targetObject;
private JudgementResult targetResult;
public SkinnableLighting()
: base("lighting")
{
}
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
{
base.SkinChanged(skin, allowFallback);
updateColour();
}
/// <summary>
/// Updates the lighting colour from a given hitobject and result.
/// </summary>
/// <param name="targetObject">The <see cref="DrawableHitObject"/> that's been judged.</param>
/// <param name="targetResult">The <see cref="JudgementResult"/> that <paramref name="targetObject"/> was judged with.</param>
public void SetColourFrom(DrawableHitObject targetObject, JudgementResult targetResult)
{
this.targetObject = targetObject;
this.targetResult = targetResult;
updateColour();
}
private void updateColour()
{
if (targetObject == null || targetResult == null)
Colour = Color4.White;
else
Colour = targetResult.IsHit ? targetObject.AccentColour.Value : Color4.Transparent;
}
}
}