mirror of
https://github.com/ppy/osu.git
synced 2024-12-13 08:32:57 +08:00
Merge pull request #6345 from frenzibyte/expand-number-piece-on-old-skins
Expand number piece for legacy old skins
This commit is contained in:
commit
d8ffc00f75
@ -14,8 +14,8 @@ using osu.Game.Rulesets.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Osu.Judgements;
|
||||
using osu.Game.Rulesets.Osu.Objects.Drawables.Pieces;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osuTK;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Objects.Drawables
|
||||
{
|
||||
|
@ -14,6 +14,7 @@ using osu.Game.Rulesets.Osu.Objects;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
using static osu.Game.Skinning.LegacySkinConfiguration;
|
||||
|
||||
namespace osu.Game.Rulesets.Osu.Skinning
|
||||
{
|
||||
@ -28,53 +29,67 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
|
||||
}
|
||||
|
||||
private Container<Sprite> circleSprites;
|
||||
private Sprite hitCircleSprite;
|
||||
private Sprite hitCircleOverlay;
|
||||
|
||||
private SkinnableSpriteText hitCircleText;
|
||||
|
||||
private readonly IBindable<ArmedState> state = new Bindable<ArmedState>();
|
||||
private readonly Bindable<Color4> accentColour = new Bindable<Color4>();
|
||||
private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();
|
||||
|
||||
[Resolved]
|
||||
private ISkinSource skin { get; set; }
|
||||
|
||||
[BackgroundDependencyLoader]
|
||||
private void load(DrawableHitObject drawableObject, ISkinSource skin)
|
||||
private void load(DrawableHitObject drawableObject)
|
||||
{
|
||||
OsuHitObject osuObject = (OsuHitObject)drawableObject.HitObject;
|
||||
|
||||
Sprite hitCircleSprite;
|
||||
SkinnableSpriteText hitCircleText;
|
||||
|
||||
InternalChildren = new Drawable[]
|
||||
{
|
||||
hitCircleSprite = new Sprite
|
||||
circleSprites = new Container<Sprite>
|
||||
{
|
||||
Texture = getTextureWithFallback(string.Empty),
|
||||
Colour = drawableObject.AccentColour.Value,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
RelativeSizeAxes = Axes.Both,
|
||||
Children = new[]
|
||||
{
|
||||
hitCircleSprite = new Sprite
|
||||
{
|
||||
Texture = getTextureWithFallback(string.Empty),
|
||||
Colour = drawableObject.AccentColour.Value,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
},
|
||||
hitCircleOverlay = new Sprite
|
||||
{
|
||||
Texture = getTextureWithFallback("overlay"),
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
}
|
||||
}
|
||||
},
|
||||
hitCircleText = new SkinnableSpriteText(new OsuSkinComponent(OsuSkinComponents.HitCircleText), _ => new OsuSpriteText
|
||||
{
|
||||
Font = OsuFont.Numeric.With(size: 40),
|
||||
UseFullGlyphHeight = false,
|
||||
}, confineMode: ConfineMode.NoScaling),
|
||||
new Sprite
|
||||
}, confineMode: ConfineMode.NoScaling)
|
||||
{
|
||||
Texture = getTextureWithFallback("overlay"),
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
}
|
||||
},
|
||||
};
|
||||
|
||||
bool overlayAboveNumber = skin.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.HitCircleOverlayAboveNumber)?.Value ?? true;
|
||||
|
||||
if (!overlayAboveNumber)
|
||||
ChangeInternalChildDepth(hitCircleText, -float.MaxValue);
|
||||
if (overlayAboveNumber)
|
||||
AddInternal(hitCircleOverlay.CreateProxy());
|
||||
|
||||
state.BindTo(drawableObject.State);
|
||||
state.BindValueChanged(updateState, true);
|
||||
|
||||
accentColour.BindTo(drawableObject.AccentColour);
|
||||
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true);
|
||||
|
||||
indexInCurrentCombo.BindTo(osuObject.IndexInCurrentComboBindable);
|
||||
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
|
||||
|
||||
Texture getTextureWithFallback(string name)
|
||||
{
|
||||
@ -87,6 +102,15 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
}
|
||||
}
|
||||
|
||||
protected override void LoadComplete()
|
||||
{
|
||||
base.LoadComplete();
|
||||
|
||||
state.BindValueChanged(updateState, true);
|
||||
accentColour.BindValueChanged(colour => hitCircleSprite.Colour = colour.NewValue, true);
|
||||
indexInCurrentCombo.BindValueChanged(index => hitCircleText.Text = (index.NewValue + 1).ToString(), true);
|
||||
}
|
||||
|
||||
private void updateState(ValueChangedEvent<ArmedState> state)
|
||||
{
|
||||
const double legacy_fade_duration = 240;
|
||||
@ -94,8 +118,21 @@ namespace osu.Game.Rulesets.Osu.Skinning
|
||||
switch (state.NewValue)
|
||||
{
|
||||
case ArmedState.Hit:
|
||||
this.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
this.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
circleSprites.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
circleSprites.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
|
||||
var legacyVersion = skin.GetConfig<LegacySetting, decimal>(LegacySetting.Version)?.Value;
|
||||
|
||||
if (legacyVersion >= 2.0m)
|
||||
// legacy skins of version 2.0 and newer only apply very short fade out to the number piece.
|
||||
hitCircleText.FadeOut(legacy_fade_duration / 4, Easing.Out);
|
||||
else
|
||||
{
|
||||
// old skins scale and fade it normally along other pieces.
|
||||
hitCircleText.FadeOut(legacy_fade_duration, Easing.Out);
|
||||
hitCircleText.ScaleTo(1.4f, legacy_fade_duration, Easing.Out);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user