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Merge pull request #8312 from Game4all/low-hp-red-layer
Fade playfield to red when player health is low
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commit
ecd40072c4
73
osu.Game.Tests/Visual/Gameplay/TestSceneFailingLayer.cs
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73
osu.Game.Tests/Visual/Gameplay/TestSceneFailingLayer.cs
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@ -0,0 +1,73 @@
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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 NUnit.Framework;
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using osu.Framework.Allocation;
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using osu.Framework.Testing;
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using osu.Game.Configuration;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Screens.Play.HUD;
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namespace osu.Game.Tests.Visual.Gameplay
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{
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public class TestSceneFailingLayer : OsuTestScene
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{
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private FailingLayer layer;
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[Resolved]
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private OsuConfigManager config { get; set; }
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[SetUpSteps]
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public void SetUpSteps()
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{
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AddStep("create layer", () =>
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{
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Child = layer = new FailingLayer();
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layer.BindHealthProcessor(new DrainingHealthProcessor(1));
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});
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AddStep("enable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, true));
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AddUntilStep("layer is visible", () => layer.IsPresent);
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}
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[Test]
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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 =>
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{
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if (layer != null)
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layer.Current.Value = val;
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});
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer fade is visible", () => layer.Child.Alpha > 0.1f);
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AddStep("set health to 1", () => layer.Current.Value = 1f);
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AddUntilStep("layer fade is invisible", () => !layer.Child.IsPresent);
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}
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[Test]
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public void TestLayerDisabledViaConfig()
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{
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AddStep("disable layer", () => config.Set(OsuSetting.FadePlayfieldWhenHealthLow, false));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithAccumulatingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new AccumulatingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddUntilStep("layer is not visible", () => !layer.IsPresent);
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}
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[Test]
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public void TestLayerVisibilityWithDrainingProcessor()
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{
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AddStep("bind accumulating processor", () => layer.BindHealthProcessor(new DrainingHealthProcessor(1)));
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AddStep("set health to 0.10", () => layer.Current.Value = 0.1);
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AddWaitStep("wait for potential fade", 10);
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AddAssert("layer is still visible", () => layer.IsPresent);
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}
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}
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}
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@ -88,6 +88,7 @@ namespace osu.Game.Configuration
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Set(OsuSetting.ShowInterface, true);
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Set(OsuSetting.ShowProgressGraph, true);
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Set(OsuSetting.ShowHealthDisplayWhenCantFail, true);
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Set(OsuSetting.FadePlayfieldWhenHealthLow, true);
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Set(OsuSetting.KeyOverlay, false);
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Set(OsuSetting.PositionalHitSounds, true);
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Set(OsuSetting.ScoreMeter, ScoreMeterType.HitErrorBoth);
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@ -184,6 +185,7 @@ namespace osu.Game.Configuration
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ShowInterface,
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ShowProgressGraph,
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ShowHealthDisplayWhenCantFail,
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FadePlayfieldWhenHealthLow,
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MouseDisableButtons,
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MouseDisableWheel,
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AudioOffset,
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@ -53,6 +53,11 @@ namespace osu.Game.Overlays.Settings.Sections.Gameplay
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Keywords = new[] { "hp", "bar" }
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},
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new SettingsCheckbox
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{
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LabelText = "Fade playfield to red when health is low",
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Bindable = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow),
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},
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new SettingsCheckbox
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{
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LabelText = "Always show key overlay",
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Bindable = config.GetBindable<bool>(OsuSetting.KeyOverlay)
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117
osu.Game/Screens/Play/HUD/FailingLayer.cs
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117
osu.Game/Screens/Play/HUD/FailingLayer.cs
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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;
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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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/// <summary>
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/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="LowHealthThreshold"/>.
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/// </summary>
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public class FailingLayer : HealthDisplay
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{
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private const float max_alpha = 0.4f;
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private const int fade_time = 400;
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private const float gradient_size = 0.3f;
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/// <summary>
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/// The threshold under which the current player life should be considered low and the layer should start fading in.
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/// </summary>
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public double LowHealthThreshold = 0.20f;
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private readonly Bindable<bool> enabled = new Bindable<bool>();
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private readonly Container boxes;
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private Bindable<bool> configEnabled;
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private HealthProcessor healthProcessor;
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public FailingLayer()
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{
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RelativeSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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boxes = new Container
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{
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Alpha = 0,
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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 = gradient_size,
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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 = gradient_size,
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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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boxes.Colour = color.Red;
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configEnabled = 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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protected override void LoadComplete()
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{
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base.LoadComplete();
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updateBindings();
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}
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public override void BindHealthProcessor(HealthProcessor processor)
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{
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base.BindHealthProcessor(processor);
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healthProcessor = processor;
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updateBindings();
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}
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private void updateBindings()
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{
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if (LoadState < LoadState.Ready)
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return;
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enabled.UnbindBindings();
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// Don't display ever if the ruleset is not using a draining health display.
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if (healthProcessor is DrainingHealthProcessor)
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enabled.BindTo(configEnabled);
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else
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enabled.Value = false;
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}
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protected override void Update()
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{
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double target = Math.Clamp(max_alpha * (1 - Current.Value / LowHealthThreshold), 0, max_alpha);
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boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f);
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base.Update();
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}
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}
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}
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@ -3,15 +3,29 @@
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using osu.Framework.Bindables;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Scoring;
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using osu.Game.Rulesets.UI;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// A container for components displaying the current player health.
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/// Gets bound automatically to the <see cref="HealthProcessor"/> when inserted to <see cref="DrawableRuleset.Overlays"/> hierarchy.
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/// </summary>
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public abstract class HealthDisplay : Container
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{
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public readonly BindableDouble Current = new BindableDouble
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public readonly BindableDouble Current = new BindableDouble(1)
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{
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MinValue = 0,
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MaxValue = 1
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};
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/// <summary>
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/// Bind the tracked fields of <see cref="HealthProcessor"/> to this health display.
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/// </summary>
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public virtual void BindHealthProcessor(HealthProcessor processor)
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{
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Current.BindTo(processor.Health);
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}
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}
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}
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public readonly HitErrorDisplay HitErrorDisplay;
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public readonly HoldForMenuButton HoldToQuit;
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public readonly PlayerSettingsOverlay PlayerSettingsOverlay;
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public readonly FailingLayer FailingLayer;
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public Bindable<bool> ShowHealthbar = new Bindable<bool>(true);
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@ -75,6 +76,7 @@ namespace osu.Game.Screens.Play
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Children = new Drawable[]
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{
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FailingLayer = CreateFailingLayer(),
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visibilityContainer = new Container
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{
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RelativeSizeAxes = Axes.Both,
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@ -260,6 +262,8 @@ namespace osu.Game.Screens.Play
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Margin = new MarginPadding { Top = 20 }
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};
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protected virtual FailingLayer CreateFailingLayer() => new FailingLayer();
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protected virtual KeyCounterDisplay CreateKeyCounter() => new KeyCounterDisplay
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{
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Anchor = Anchor.BottomRight,
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@ -304,7 +308,8 @@ namespace osu.Game.Screens.Play
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protected virtual void BindHealthProcessor(HealthProcessor processor)
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{
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HealthDisplay?.Current.BindTo(processor.Health);
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HealthDisplay?.BindHealthProcessor(processor);
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FailingLayer?.BindHealthProcessor(processor);
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}
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}
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}
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