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mirror of https://github.com/ppy/osu.git synced 2025-01-12 17:43:05 +08:00

Move all extended animation logic out of DrawableJudgement

This commit is contained in:
Dean Herbert 2020-11-17 14:59:34 +09:00
parent 82c3925a37
commit f465dd5a5e
5 changed files with 146 additions and 42 deletions

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@ -1,10 +1,10 @@
// 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.Allocation;
using osu.Framework.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Mania.UI
{
@ -19,13 +19,6 @@ namespace osu.Game.Rulesets.Mania.UI
{
}
[BackgroundDependencyLoader]
private void load()
{
if (JudgementText != null)
JudgementText.Font = JudgementText.Font.With(size: 25);
}
protected override double FadeInDuration => 50;
protected override void ApplyHitAnimations()
@ -36,5 +29,17 @@ namespace osu.Game.Rulesets.Mania.UI
JudgementBody.Delay(FadeInDuration).ScaleTo(0.75f, 250);
this.Delay(FadeInDuration).FadeOut(200);
}
protected override Drawable CreateDefaultJudgement(HitResult type)
=> new ManiaJudgementPiece();
private class ManiaJudgementPiece : DefaultJudgementPiece
{
protected override void LoadComplete()
{
base.LoadComplete();
JudgementText.Font = JudgementText.Font.With(size: 25);
}
}
}
}

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@ -4,9 +4,9 @@
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Game.Configuration;
using osuTK;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Osu.Objects.Drawables
{
@ -65,8 +65,20 @@ namespace osu.Game.Rulesets.Osu.Objects.Drawables
fadeOutDelay = hitLightingEnabled ? 1400 : base.FadeOutDelay;
JudgementText?.TransformSpacingTo(Vector2.Zero).Then().TransformSpacingTo(new Vector2(14, 0), 1800, Easing.OutQuint);
base.ApplyHitAnimations();
}
protected override Drawable CreateDefaultJudgement(HitResult type) => new OsuJudgementPiece();
private class OsuJudgementPiece : DefaultJudgementPiece
{
public override void PlayAnimation(HitResult resultType)
{
base.PlayAnimation(resultType);
if (resultType != HitResult.Miss)
JudgementText.TransformSpacingTo(Vector2.Zero).Then().TransformSpacingTo(new Vector2(14, 0), 1800, Easing.OutQuint);
}
}
}
}

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@ -0,0 +1,65 @@
// 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.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Scoring;
using osuTK;
namespace osu.Game.Rulesets.Judgements
{
public class DefaultJudgementPiece : CompositeDrawable, IAnimatableJudgement
{
protected SpriteText JudgementText { get; }
[Resolved]
private OsuColour colours { get; set; }
public DefaultJudgementPiece()
{
Origin = Anchor.Centre;
AutoSizeAxes = Axes.Both;
InternalChildren = new Drawable[]
{
JudgementText = new OsuSpriteText
{
Font = OsuFont.Numeric.With(size: 20),
Scale = new Vector2(0.85f, 1),
}
};
}
public virtual void PlayAnimation(HitResult result)
{
JudgementText.Text = result.GetDescription().ToUpperInvariant();
JudgementText.Colour = colours.ForHitResult(result);
this.RotateTo(0);
this.MoveTo(Vector2.Zero);
switch (result)
{
case HitResult.Miss:
this.ScaleTo(1.6f);
this.ScaleTo(1, 100, Easing.In);
this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
this.RotateTo(40, 800, Easing.InQuint);
break;
default:
this.ScaleTo(0.9f);
this.ScaleTo(1, 500, Easing.OutElastic);
break;
}
}
}
}

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@ -3,18 +3,14 @@
using System.Diagnostics;
using JetBrains.Annotations;
using osuTK;
using osu.Framework.Allocation;
using osu.Framework.Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Pooling;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Graphics.Sprites;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Scoring;
using osu.Game.Skinning;
using osuTK;
namespace osu.Game.Rulesets.Judgements
{
@ -25,16 +21,13 @@ namespace osu.Game.Rulesets.Judgements
{
private const float judgement_size = 128;
[Resolved]
private OsuColour colours { get; set; }
public JudgementResult Result { get; private set; }
public DrawableHitObject JudgedObject { get; private set; }
protected Container JudgementBody { get; private set; }
protected SpriteText JudgementText { get; private set; }
private SkinnableDrawable bodyDrawable;
private SkinnableDrawable skinnableJudgement;
/// <summary>
/// Duration of initial fade in.
@ -69,14 +62,34 @@ namespace osu.Game.Rulesets.Judgements
prepareDrawables();
}
/// <summary>
/// Apply top-level animations to the current judgement when successfully hit.
/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
/// This will be used to calculate the lifetime of the judgement.
/// </summary>
/// <remarks>
/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
/// This allows applying animations which don't affect custom skins.
/// </remarks>
protected virtual void ApplyHitAnimations()
{
JudgementBody.ScaleTo(0.9f);
JudgementBody.ScaleTo(1, 500, Easing.OutElastic);
this.Delay(FadeOutDelay).FadeOut(400);
}
/// <summary>
/// Apply top-level animations to the current judgement when missed.
/// Generally used for fading, defaulting to a simple fade out based on <see cref="FadeOutDelay"/>.
/// This will be used to calculate the lifetime of the judgement.
/// </summary>
/// <remarks>
/// For animating the actual "default skin" judgement itself, it is recommended to use <see cref="CreateDefaultJudgement"/>.
/// This allows applying animations which don't affect custom skins.
/// </remarks>
protected virtual void ApplyMissAnimations()
{
this.Delay(600).FadeOut(200);
}
public void Apply([NotNull] JudgementResult result, [CanBeNull] DrawableHitObject judgedObject)
{
Result = result;
@ -91,12 +104,9 @@ namespace osu.Game.Rulesets.Judgements
prepareDrawables();
bodyDrawable.ResetAnimation();
skinnableJudgement.ResetAnimation();
this.FadeInFromZero(FadeInDuration, Easing.OutQuint);
JudgementBody.ScaleTo(1);
JudgementBody.RotateTo(0);
JudgementBody.MoveTo(Vector2.Zero);
switch (Result.Type)
{
@ -104,13 +114,7 @@ namespace osu.Game.Rulesets.Judgements
break;
case HitResult.Miss:
JudgementBody.ScaleTo(1.6f);
JudgementBody.ScaleTo(1, 100, Easing.In);
JudgementBody.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint);
JudgementBody.RotateTo(40, 800, Easing.InQuint);
this.Delay(600).FadeOut(200);
ApplyMissAnimations();
break;
default:
@ -118,6 +122,12 @@ namespace osu.Game.Rulesets.Judgements
break;
}
if (skinnableJudgement.Drawable is IAnimatableJudgement animatable)
{
using (BeginAbsoluteSequence(Result.TimeAbsolute))
animatable.PlayAnimation(Result.Type);
}
Expire(true);
}
@ -139,16 +149,13 @@ namespace osu.Game.Rulesets.Judgements
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Child = bodyDrawable = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ => JudgementText = new OsuSpriteText
{
Text = type.GetDescription().ToUpperInvariant(),
Font = OsuFont.Numeric.With(size: 20),
Colour = colours.ForHitResult(type),
Scale = new Vector2(0.85f, 1),
}, confineMode: ConfineMode.NoScaling)
Child = skinnableJudgement = new SkinnableDrawable(new GameplaySkinComponent<HitResult>(type), _ =>
CreateDefaultJudgement(type), confineMode: ConfineMode.NoScaling)
});
currentDrawableType = type;
}
protected virtual Drawable CreateDefaultJudgement(HitResult type) => new DefaultJudgementPiece();
}
}

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@ -0,0 +1,15 @@
// 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.Game.Rulesets.Scoring;
namespace osu.Game.Rulesets.Judgements
{
/// <summary>
/// A skinnable judgement element which supports playing an animation from the current point in time.
/// </summary>
public interface IAnimatableJudgement
{
void PlayAnimation(HitResult result);
}
}