mirror of
https://github.com/ppy/osu.git
synced 2025-02-07 19:43:20 +08:00
Adjust menu side flashes to be brighter and coloured when seasonal active
This commit is contained in:
parent
9baa56b0c8
commit
fb58823da3
@ -3,22 +3,23 @@
|
|||||||
|
|
||||||
#nullable disable
|
#nullable disable
|
||||||
|
|
||||||
using osuTK.Graphics;
|
using System;
|
||||||
using osu.Framework.Allocation;
|
using osu.Framework.Allocation;
|
||||||
|
using osu.Framework.Audio.Track;
|
||||||
|
using osu.Framework.Bindables;
|
||||||
using osu.Framework.Extensions.Color4Extensions;
|
using osu.Framework.Extensions.Color4Extensions;
|
||||||
using osu.Framework.Graphics;
|
using osu.Framework.Graphics;
|
||||||
using osu.Framework.Graphics.Colour;
|
using osu.Framework.Graphics.Colour;
|
||||||
using osu.Framework.Graphics.Shapes;
|
using osu.Framework.Graphics.Shapes;
|
||||||
|
using osu.Framework.Utils;
|
||||||
using osu.Game.Beatmaps;
|
using osu.Game.Beatmaps;
|
||||||
using osu.Game.Beatmaps.ControlPoints;
|
using osu.Game.Beatmaps.ControlPoints;
|
||||||
using osu.Game.Graphics;
|
using osu.Game.Graphics;
|
||||||
using osu.Game.Graphics.Containers;
|
using osu.Game.Graphics.Containers;
|
||||||
using osu.Game.Skinning;
|
|
||||||
using osu.Game.Online.API;
|
using osu.Game.Online.API;
|
||||||
using System;
|
|
||||||
using osu.Framework.Audio.Track;
|
|
||||||
using osu.Framework.Bindables;
|
|
||||||
using osu.Game.Online.API.Requests.Responses;
|
using osu.Game.Online.API.Requests.Responses;
|
||||||
|
using osu.Game.Skinning;
|
||||||
|
using osuTK.Graphics;
|
||||||
|
|
||||||
namespace osu.Game.Screens.Menu
|
namespace osu.Game.Screens.Menu
|
||||||
{
|
{
|
||||||
@ -67,7 +68,7 @@ namespace osu.Game.Screens.Menu
|
|||||||
Anchor = Anchor.CentreLeft,
|
Anchor = Anchor.CentreLeft,
|
||||||
Origin = Anchor.CentreLeft,
|
Origin = Anchor.CentreLeft,
|
||||||
RelativeSizeAxes = Axes.Y,
|
RelativeSizeAxes = Axes.Y,
|
||||||
Width = box_width * 2,
|
Width = box_width * (SeasonalUI.ENABLED ? 4 : 2),
|
||||||
Height = 1.5f,
|
Height = 1.5f,
|
||||||
// align off-screen to make sure our edges don't become visible during parallax.
|
// align off-screen to make sure our edges don't become visible during parallax.
|
||||||
X = -box_width,
|
X = -box_width,
|
||||||
@ -79,7 +80,7 @@ namespace osu.Game.Screens.Menu
|
|||||||
Anchor = Anchor.CentreRight,
|
Anchor = Anchor.CentreRight,
|
||||||
Origin = Anchor.CentreRight,
|
Origin = Anchor.CentreRight,
|
||||||
RelativeSizeAxes = Axes.Y,
|
RelativeSizeAxes = Axes.Y,
|
||||||
Width = box_width * 2,
|
Width = box_width * (SeasonalUI.ENABLED ? 4 : 2),
|
||||||
Height = 1.5f,
|
Height = 1.5f,
|
||||||
X = box_width,
|
X = box_width,
|
||||||
Alpha = 0,
|
Alpha = 0,
|
||||||
@ -104,7 +105,11 @@ namespace osu.Game.Screens.Menu
|
|||||||
|
|
||||||
private void flash(Drawable d, double beatLength, bool kiai, ChannelAmplitudes amplitudes)
|
private void flash(Drawable d, double beatLength, bool kiai, ChannelAmplitudes amplitudes)
|
||||||
{
|
{
|
||||||
d.FadeTo(Math.Max(0, ((ReferenceEquals(d, leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier)), box_fade_in_time)
|
if (SeasonalUI.ENABLED)
|
||||||
|
updateColour();
|
||||||
|
|
||||||
|
d.FadeTo(Math.Clamp(0.1f + ((ReferenceEquals(d, leftBox) ? amplitudes.LeftChannel : amplitudes.RightChannel) - amplitude_dead_zone) / (kiai ? kiai_multiplier : alpha_multiplier), 0.1f, 1),
|
||||||
|
box_fade_in_time)
|
||||||
.Then()
|
.Then()
|
||||||
.FadeOut(beatLength, Easing.In);
|
.FadeOut(beatLength, Easing.In);
|
||||||
}
|
}
|
||||||
@ -113,7 +118,9 @@ namespace osu.Game.Screens.Menu
|
|||||||
{
|
{
|
||||||
Color4 baseColour = colours.Blue;
|
Color4 baseColour = colours.Blue;
|
||||||
|
|
||||||
if (user.Value?.IsSupporter ?? false)
|
if (SeasonalUI.ENABLED)
|
||||||
|
baseColour = RNG.NextBool() ? SeasonalUI.PRIMARY_COLOUR_1 : SeasonalUI.PRIMARY_COLOUR_2;
|
||||||
|
else if (user.Value?.IsSupporter ?? false)
|
||||||
baseColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? baseColour;
|
baseColour = skin.Value.GetConfig<GlobalSkinColours, Color4>(GlobalSkinColours.MenuGlow)?.Value ?? baseColour;
|
||||||
|
|
||||||
// linear colour looks better in this case, so let's use it for now.
|
// linear colour looks better in this case, so let's use it for now.
|
||||||
|
Loading…
Reference in New Issue
Block a user