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Add support for flipping colour of reverse arrow on legacy default skin when combo colour is too bright

This commit is contained in:
Dean Herbert 2023-05-03 12:37:07 +09:00
parent e42b0cc5b1
commit 9c4312b407

View File

@ -3,11 +3,13 @@
using System.Diagnostics; using System.Diagnostics;
using osu.Framework.Allocation; using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics; using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables;
using osu.Game.Skinning; using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Skinning.Legacy namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{ {
@ -18,6 +20,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
private Drawable proxy = null!; private Drawable proxy = null!;
private Bindable<Color4> accentColour = null!;
private bool textureIsDefaultSkin;
private Drawable arrow = null!;
[BackgroundDependencyLoader] [BackgroundDependencyLoader]
private void load(ISkinSource skinSource) private void load(ISkinSource skinSource)
{ {
@ -26,7 +34,9 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
string lookupName = new OsuSkinComponentLookup(OsuSkinComponents.ReverseArrow).LookupName; string lookupName = new OsuSkinComponentLookup(OsuSkinComponents.ReverseArrow).LookupName;
var skin = skinSource.FindProvider(s => s.GetTexture(lookupName) != null); var skin = skinSource.FindProvider(s => s.GetTexture(lookupName) != null);
InternalChild = skin?.GetAnimation(lookupName, true, true) ?? Empty();
InternalChild = arrow = (skin?.GetAnimation(lookupName, true, true) ?? Empty());
textureIsDefaultSkin = skin is ISkinTransformer transformer && transformer.Skin is DefaultLegacySkin;
} }
protected override void LoadComplete() protected override void LoadComplete()
@ -39,6 +49,12 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
{ {
drawableHitObject.HitObjectApplied += onHitObjectApplied; drawableHitObject.HitObjectApplied += onHitObjectApplied;
onHitObjectApplied(drawableHitObject); onHitObjectApplied(drawableHitObject);
accentColour = drawableHitObject.AccentColour.GetBoundCopy();
accentColour.BindValueChanged(c =>
{
arrow.Colour = textureIsDefaultSkin && c.NewValue.R + c.NewValue.G + c.NewValue.B > (600 / 255f) ? Color4.Black : Color4.White;
}, true);
} }
} }