mirror of
https://github.com/ppy/osu.git
synced 2025-01-13 03:13:21 +08:00
Add argon input drum implementation
This commit is contained in:
parent
b15d1bc333
commit
d57ec4b227
218
osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs
Normal file
218
osu.Game.Rulesets.Taiko/Skinning/Argon/ArgonInputDrum.cs
Normal file
@ -0,0 +1,218 @@
|
||||
// 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 System;
|
||||
using osu.Framework.Allocation;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Colour;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Framework.Graphics.Effects;
|
||||
using osu.Framework.Graphics.Shapes;
|
||||
using osu.Framework.Input.Bindings;
|
||||
using osu.Framework.Input.Events;
|
||||
using osu.Game.Graphics;
|
||||
using osu.Game.Screens.Ranking;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Taiko.Skinning.Argon
|
||||
{
|
||||
public class ArgonInputDrum : AspectContainer
|
||||
{
|
||||
private const float rim_size = 0.3f;
|
||||
|
||||
public ArgonInputDrum()
|
||||
{
|
||||
RelativeSizeAxes = Axes.Y;
|
||||
}
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load()
|
||||
{
|
||||
const float middle_split = 6;
|
||||
|
||||
InternalChild = new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Scale = new Vector2(0.9f),
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new TaikoHalfDrum(false)
|
||||
{
|
||||
Name = "Left Half",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.CentreRight,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
RimAction = TaikoAction.LeftRim,
|
||||
CentreAction = TaikoAction.LeftCentre
|
||||
},
|
||||
new TaikoHalfDrum(true)
|
||||
{
|
||||
Name = "Right Half",
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.CentreLeft,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
RimAction = TaikoAction.RightRim,
|
||||
CentreAction = TaikoAction.RightCentre
|
||||
},
|
||||
new CircularContainer
|
||||
{
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Masking = true,
|
||||
Children = new Drawable[]
|
||||
{
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Colour = OsuColour.Gray(38 / 255f),
|
||||
Width = middle_split,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
},
|
||||
new Box
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Colour = OsuColour.Gray(48 / 255f),
|
||||
Width = middle_split,
|
||||
Height = 1 - rim_size,
|
||||
RelativeSizeAxes = Axes.Y,
|
||||
},
|
||||
},
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A half-drum. Contains one centre and one rim hit.
|
||||
/// </summary>
|
||||
private class TaikoHalfDrum : CompositeDrawable, IKeyBindingHandler<TaikoAction>
|
||||
{
|
||||
/// <summary>
|
||||
/// The key to be used for the rim of the half-drum.
|
||||
/// </summary>
|
||||
public TaikoAction RimAction;
|
||||
|
||||
/// <summary>
|
||||
/// The key to be used for the centre of the half-drum.
|
||||
/// </summary>
|
||||
public TaikoAction CentreAction;
|
||||
|
||||
private readonly Drawable rimHit;
|
||||
private readonly Drawable centreHit;
|
||||
|
||||
public TaikoHalfDrum(bool flipped)
|
||||
{
|
||||
Anchor anchor = flipped ? Anchor.CentreLeft : Anchor.CentreRight;
|
||||
|
||||
Masking = true;
|
||||
|
||||
Anchor = anchor;
|
||||
Origin = anchor;
|
||||
|
||||
RelativeSizeAxes = Axes.Both;
|
||||
// Extend maskable region for glow.
|
||||
Height = 2f;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
new Container
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Height = 0.5f,
|
||||
Children = new[]
|
||||
{
|
||||
new Circle
|
||||
{
|
||||
Anchor = anchor,
|
||||
Colour = OsuColour.Gray(51 / 255f),
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both
|
||||
},
|
||||
rimHit = new Circle
|
||||
{
|
||||
Anchor = anchor,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = ColourInfo.GradientHorizontal(
|
||||
new Color4(227, 248, 255, 255),
|
||||
new Color4(198, 245, 255, 255)
|
||||
),
|
||||
EdgeEffect = new EdgeEffectParameters
|
||||
{
|
||||
Type = EdgeEffectType.Glow,
|
||||
Colour = new Color4(126, 215, 253, 170),
|
||||
Radius = 50,
|
||||
},
|
||||
Alpha = 0,
|
||||
},
|
||||
new Circle
|
||||
{
|
||||
Anchor = anchor,
|
||||
Origin = Anchor.Centre,
|
||||
Colour = OsuColour.Gray(64 / 255f),
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Size = new Vector2(1 - rim_size)
|
||||
},
|
||||
centreHit = new Circle
|
||||
{
|
||||
Anchor = anchor,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Colour = ColourInfo.GradientHorizontal(
|
||||
new Color4(255, 227, 236, 255),
|
||||
new Color4(255, 198, 211, 255)
|
||||
),
|
||||
EdgeEffect = new EdgeEffectParameters
|
||||
{
|
||||
Type = EdgeEffectType.Glow,
|
||||
Colour = new Color4(255, 147, 199, 255),
|
||||
Radius = 50,
|
||||
},
|
||||
Size = new Vector2(1 - rim_size),
|
||||
Alpha = 0,
|
||||
}
|
||||
},
|
||||
},
|
||||
};
|
||||
}
|
||||
|
||||
public bool OnPressed(KeyBindingPressEvent<TaikoAction> e)
|
||||
{
|
||||
Drawable? target = null;
|
||||
|
||||
if (e.Action == CentreAction)
|
||||
target = centreHit;
|
||||
else if (e.Action == RimAction)
|
||||
target = rimHit;
|
||||
|
||||
if (target != null)
|
||||
{
|
||||
const float alpha_amount = 0.5f;
|
||||
|
||||
const float down_time = 40;
|
||||
const float up_time = 750;
|
||||
|
||||
target.Animate(
|
||||
t => t.FadeTo(Math.Min(target.Alpha + alpha_amount, 1), down_time, Easing.OutQuint)
|
||||
).Then(
|
||||
t => t.FadeOut(up_time, Easing.OutQuint)
|
||||
);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void OnReleased(KeyBindingReleaseEvent<TaikoAction> e)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -37,6 +37,9 @@ namespace osu.Game.Rulesets.Taiko.Skinning.Argon
|
||||
case TaikoSkinComponents.PlayfieldBackgroundRight:
|
||||
return new ArgonPlayfieldBackgroundRight();
|
||||
|
||||
case TaikoSkinComponents.InputDrum:
|
||||
return new ArgonInputDrum();
|
||||
|
||||
case TaikoSkinComponents.HitTarget:
|
||||
return new ArgonHitTarget();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user