// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Diagnostics; using osu.Framework.Bindables; using osu.Framework.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { public class LegacyFollowCircle : FollowCircle { public LegacyFollowCircle(Drawable animationContent) { // follow circles are 2x the hitcircle resolution in legacy skins (since they are scaled down from >1x animationContent.Scale *= 0.5f; animationContent.Anchor = Anchor.Centre; animationContent.Origin = Anchor.Centre; RelativeSizeAxes = Axes.Both; InternalChild = animationContent; } protected override void OnTrackingChanged(ValueChangedEvent tracking) { Debug.Assert(ParentObject != null); if (ParentObject.Judged) return; double remainingTime = Math.Max(0, ParentObject.HitStateUpdateTime - Time.Current); // Note that the scale adjust here is 2 instead of DrawableSliderBall.FOLLOW_AREA to match legacy behaviour. // This means the actual tracking area for gameplay purposes is larger than the sprite (but skins may be accounting for this). if (tracking.NewValue) { // TODO: Follow circle should bounce on each slider tick. this.ScaleTo(0.5f).ScaleTo(2f, Math.Min(180f, remainingTime), Easing.Out) .FadeTo(0).FadeTo(1f, Math.Min(60f, remainingTime)); } else { // TODO: Should animate only at the next slider tick if we want to match stable perfectly. this.ScaleTo(4f, 100) .FadeTo(0f, 100); } } protected override void OnSliderEnd() { this.ScaleTo(1.6f, 200, Easing.Out) .FadeOut(200, Easing.In); } } }