mirror of
https://github.com/ppy/osu.git
synced 2024-11-06 06:17:23 +08:00
Add catch-specific combo counter with its legacy design
This commit is contained in:
parent
d6f36457a8
commit
f37ba49f7f
139
osu.Game.Rulesets.Catch/Skinning/LegacyComboCounter.cs
Normal file
139
osu.Game.Rulesets.Catch/Skinning/LegacyComboCounter.cs
Normal file
@ -0,0 +1,139 @@
|
||||
// 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.Bindables;
|
||||
using osu.Framework.Graphics;
|
||||
using osu.Framework.Graphics.Containers;
|
||||
using osu.Game.Graphics.Sprites;
|
||||
using osu.Game.Graphics.UserInterface;
|
||||
using osu.Game.Rulesets.Catch.UI;
|
||||
using osu.Game.Screens.Play;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.Skinning
|
||||
{
|
||||
internal class LegacyComboCounter : CompositeDrawable, ICatchComboCounter
|
||||
{
|
||||
private readonly ISkin skin;
|
||||
|
||||
private readonly string fontName;
|
||||
private readonly float fontOverlap;
|
||||
|
||||
private readonly LegacyRollingCounter counter;
|
||||
private LegacyRollingCounter lastExplosion;
|
||||
|
||||
public LegacyComboCounter(ISkin skin, string fontName, float fontOverlap)
|
||||
{
|
||||
this.skin = skin;
|
||||
|
||||
this.fontName = fontName;
|
||||
this.fontOverlap = fontOverlap;
|
||||
|
||||
AutoSizeAxes = Axes.Both;
|
||||
|
||||
Alpha = 0f;
|
||||
Anchor = Anchor.Centre;
|
||||
Origin = Anchor.Centre;
|
||||
Scale = new Vector2(0.8f);
|
||||
|
||||
InternalChild = counter = new LegacyRollingCounter(skin, fontName, fontOverlap)
|
||||
{
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
};
|
||||
}
|
||||
|
||||
public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
|
||||
public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
|
||||
|
||||
private void updateCombo(int combo, Color4? hitObjectColour, bool immediate)
|
||||
{
|
||||
// Combo fell to zero, roll down and fade out the counter.
|
||||
if (combo == 0)
|
||||
{
|
||||
counter.Current.Value = 0;
|
||||
if (lastExplosion != null)
|
||||
lastExplosion.Current.Value = 0;
|
||||
|
||||
this.FadeOut(immediate ? 0.0 : 400.0, Easing.Out);
|
||||
return;
|
||||
}
|
||||
|
||||
// There may still be previous transforms being applied, finish them and remove explosion.
|
||||
FinishTransforms(true);
|
||||
if (lastExplosion != null)
|
||||
RemoveInternal(lastExplosion);
|
||||
|
||||
this.FadeIn().Delay(1000.0).FadeOut(300.0);
|
||||
|
||||
// For simplicity, in the case of rewinding we'll just set the counter to the current combo value.
|
||||
immediate |= Time.Elapsed < 0;
|
||||
|
||||
if (immediate)
|
||||
{
|
||||
counter.SetCountWithoutRolling(combo);
|
||||
return;
|
||||
}
|
||||
|
||||
counter.ScaleTo(1.5f).ScaleTo(0.8f, 250.0, Easing.Out)
|
||||
.OnComplete(c => c.SetCountWithoutRolling(combo));
|
||||
|
||||
counter.Delay(250.0).ScaleTo(1f).ScaleTo(1.1f, 60.0).Then().ScaleTo(1f, 30.0);
|
||||
|
||||
var explosion = new LegacyRollingCounter(skin, fontName, fontOverlap)
|
||||
{
|
||||
Alpha = 0.65f,
|
||||
Anchor = Anchor.Centre,
|
||||
Origin = Anchor.Centre,
|
||||
Scale = new Vector2(1.5f),
|
||||
Colour = hitObjectColour ?? Color4.White,
|
||||
Depth = 1f,
|
||||
};
|
||||
|
||||
AddInternal(explosion);
|
||||
|
||||
explosion.SetCountWithoutRolling(combo);
|
||||
explosion.ScaleTo(1.9f, 400.0, Easing.Out)
|
||||
.FadeOut(400.0)
|
||||
.Expire(true);
|
||||
|
||||
lastExplosion = explosion;
|
||||
}
|
||||
|
||||
private class LegacyRollingCounter : RollingCounter<int>
|
||||
{
|
||||
private readonly ISkin skin;
|
||||
|
||||
private readonly string fontName;
|
||||
private readonly float fontOverlap;
|
||||
|
||||
protected override bool IsRollingProportional => true;
|
||||
|
||||
public LegacyRollingCounter(ISkin skin, string fontName, float fontOverlap)
|
||||
{
|
||||
this.skin = skin;
|
||||
this.fontName = fontName;
|
||||
this.fontOverlap = fontOverlap;
|
||||
}
|
||||
|
||||
public override void Increment(int amount) => Current.Value += amount;
|
||||
|
||||
protected override double GetProportionalDuration(int currentValue, int newValue)
|
||||
{
|
||||
return Math.Abs(newValue - currentValue) * 75.0;
|
||||
}
|
||||
|
||||
protected override OsuSpriteText CreateSpriteText()
|
||||
{
|
||||
return new LegacySpriteText(skin, fontName)
|
||||
{
|
||||
Spacing = new Vector2(-fontOverlap, 0f)
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
59
osu.Game.Rulesets.Catch/UI/CatchComboDisplay.cs
Normal file
59
osu.Game.Rulesets.Catch/UI/CatchComboDisplay.cs
Normal file
@ -0,0 +1,59 @@
|
||||
// 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 JetBrains.Annotations;
|
||||
using osu.Game.Rulesets.Catch.Objects.Drawables;
|
||||
using osu.Game.Rulesets.Judgements;
|
||||
using osu.Game.Rulesets.Scoring;
|
||||
using osu.Game.Skinning;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.UI
|
||||
{
|
||||
public class CatchComboDisplay : SkinnableDrawable
|
||||
{
|
||||
private int currentCombo;
|
||||
|
||||
[CanBeNull]
|
||||
public ICatchComboCounter ComboCounter => Drawable as ICatchComboCounter;
|
||||
|
||||
public CatchComboDisplay()
|
||||
: base(new CatchSkinComponent(CatchSkinComponents.CatchComboCounter), _ => Empty())
|
||||
{
|
||||
}
|
||||
|
||||
protected override void SkinChanged(ISkinSource skin, bool allowFallback)
|
||||
{
|
||||
base.SkinChanged(skin, allowFallback);
|
||||
ComboCounter?.DisplayInitialCombo(currentCombo);
|
||||
}
|
||||
|
||||
public void OnNewResult(DrawableCatchHitObject judgedObject, JudgementResult result)
|
||||
{
|
||||
if (!result.Judgement.AffectsCombo || !result.HasResult)
|
||||
return;
|
||||
|
||||
if (result.Type == HitResult.Miss)
|
||||
{
|
||||
updateCombo(0, null);
|
||||
return;
|
||||
}
|
||||
|
||||
updateCombo(result.ComboAtJudgement + 1, judgedObject.AccentColour.Value);
|
||||
}
|
||||
|
||||
public void OnRevertResult(DrawableCatchHitObject judgedObject, JudgementResult result)
|
||||
{
|
||||
if (!result.Judgement.AffectsCombo || !result.HasResult)
|
||||
return;
|
||||
|
||||
updateCombo(result.ComboAtJudgement, judgedObject.AccentColour.Value);
|
||||
}
|
||||
|
||||
private void updateCombo(int newCombo, Color4? hitObjectColour)
|
||||
{
|
||||
currentCombo = newCombo;
|
||||
ComboCounter?.UpdateCombo(newCombo, hitObjectColour);
|
||||
}
|
||||
}
|
||||
}
|
@ -28,6 +28,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
public const float CENTER_X = WIDTH / 2;
|
||||
|
||||
internal readonly CatcherArea CatcherArea;
|
||||
private readonly CatchComboDisplay comboDisplay;
|
||||
|
||||
public override bool ReceivePositionalInputAt(Vector2 screenSpacePos) =>
|
||||
// only check the X position; handle all vertical space.
|
||||
@ -48,12 +49,22 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
Origin = Anchor.TopLeft,
|
||||
};
|
||||
|
||||
comboDisplay = new CatchComboDisplay
|
||||
{
|
||||
AutoSizeAxes = Axes.Both,
|
||||
RelativeSizeAxes = Axes.None,
|
||||
Anchor = Anchor.CentreLeft,
|
||||
Origin = Anchor.Centre,
|
||||
Y = 30f,
|
||||
};
|
||||
|
||||
InternalChildren = new[]
|
||||
{
|
||||
explodingFruitContainer,
|
||||
CatcherArea.MovableCatcher.CreateProxiedContent(),
|
||||
HitObjectContainer,
|
||||
CatcherArea
|
||||
CatcherArea,
|
||||
comboDisplay,
|
||||
};
|
||||
}
|
||||
|
||||
@ -62,6 +73,7 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
public override void Add(DrawableHitObject h)
|
||||
{
|
||||
h.OnNewResult += onNewResult;
|
||||
h.OnRevertResult += onRevertResult;
|
||||
|
||||
base.Add(h);
|
||||
|
||||
@ -69,7 +81,23 @@ namespace osu.Game.Rulesets.Catch.UI
|
||||
fruit.CheckPosition = CheckIfWeCanCatch;
|
||||
}
|
||||
|
||||
protected override void Update()
|
||||
{
|
||||
base.Update();
|
||||
comboDisplay.X = CatcherArea.MovableCatcher.X;
|
||||
}
|
||||
|
||||
private void onNewResult(DrawableHitObject judgedObject, JudgementResult result)
|
||||
=> CatcherArea.OnResult((DrawableCatchHitObject)judgedObject, result);
|
||||
{
|
||||
var catchObject = (DrawableCatchHitObject)judgedObject;
|
||||
CatcherArea.OnResult(catchObject, result);
|
||||
|
||||
comboDisplay.OnNewResult(catchObject, result);
|
||||
}
|
||||
|
||||
private void onRevertResult(DrawableHitObject judgedObject, JudgementResult result)
|
||||
{
|
||||
comboDisplay.OnRevertResult((DrawableCatchHitObject)judgedObject, result);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
34
osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
Normal file
34
osu.Game.Rulesets.Catch/UI/ICatchComboCounter.cs
Normal file
@ -0,0 +1,34 @@
|
||||
// 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.Framework.Graphics;
|
||||
using osuTK.Graphics;
|
||||
|
||||
namespace osu.Game.Rulesets.Catch.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// An interface providing a set of methods to update the combo counter.
|
||||
/// </summary>
|
||||
public interface ICatchComboCounter : IDrawable
|
||||
{
|
||||
/// <summary>
|
||||
/// Updates the counter to display the provided <paramref name="combo"/> as initial value.
|
||||
/// The value should be immediately displayed without any animation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is required for when instantiating a combo counter in middle of accumulating combo (via skin change).
|
||||
/// </remarks>
|
||||
/// <param name="combo">The combo value to be displayed as initial.</param>
|
||||
void DisplayInitialCombo(int combo);
|
||||
|
||||
/// <summary>
|
||||
/// Updates the counter to animate a transition from the old combo value it had to the current provided one.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This is called regardless of whether the clock is rewinding.
|
||||
/// </remarks>
|
||||
/// <param name="combo">The new combo value.</param>
|
||||
/// <param name="hitObjectColour">The colour of the object if hit, null on miss.</param>
|
||||
void UpdateCombo(int combo, Color4? hitObjectColour);
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user