// 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 osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Animations; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Primitives; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects; using osu.Game.Screens.Play; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Taiko.Skinning.Legacy { public partial class LegacyCirclePiece : CompositeDrawable, IHasAccentColour { private static readonly Vector2 circle_piece_size = new Vector2(128); private static readonly Vector2 max_circle_sprite_size = new Vector2(160); private Drawable backgroundLayer = null!; private Drawable? foregroundLayer; private Bindable currentCombo { get; } = new BindableInt(); private int animationFrame; // required for editor blueprints (not sure why these circle pieces are zero size). public override Quad ScreenSpaceDrawQuad => backgroundLayer.ScreenSpaceDrawQuad; private TimingControlPoint timingPoint = TimingControlPoint.DEFAULT; public LegacyCirclePiece() { RelativeSizeAxes = Axes.Both; } [Resolved(canBeNull: true)] private GameplayState? gameplayState { get; set; } [BackgroundDependencyLoader] private void load(ISkinSource skin, DrawableHitObject drawableHitObject, IBeatSyncProvider? beatSyncProvider) { Drawable? getDrawableFor(string lookup, bool animatable) { const string normal_hit = "taikohit"; const string big_hit = "taikobig"; string prefix = ((drawableHitObject.HitObject as TaikoStrongableHitObject)?.IsStrong ?? false) ? big_hit : normal_hit; return skin.GetAnimation($"{prefix}{lookup}", animatable, false, maxSize: max_circle_sprite_size) ?? // fallback to regular size if "big" version doesn't exist. skin.GetAnimation($"{normal_hit}{lookup}", animatable, false, maxSize: max_circle_sprite_size); } // backgroundLayer is guaranteed to exist due to the pre-check in TaikoLegacySkinTransformer. AddInternal(backgroundLayer = new LegacyKiaiFlashingDrawable(() => getDrawableFor("circle", false)) { Anchor = Anchor.Centre, Origin = Anchor.Centre }); foregroundLayer = getDrawableFor("circleoverlay", true); if (foregroundLayer != null) { foregroundLayer.Anchor = Anchor.Centre; foregroundLayer.Origin = Anchor.Centre; // Animations in taiko skins are used in a custom way (>150 combo and animating in time with beat). // For now just stop at first frame for sanity. if (foregroundLayer is IFramedAnimation animatedForegroundLayer) animatedForegroundLayer.Stop(); AddInternal(foregroundLayer); } drawableHitObject.StartTimeBindable.BindValueChanged(startTime => { timingPoint = beatSyncProvider?.ControlPoints?.TimingPointAt(startTime.NewValue) ?? TimingControlPoint.DEFAULT; }, true); if (gameplayState != null) currentCombo.BindTo(gameplayState.ScoreProcessor.Combo); } protected override void LoadComplete() { base.LoadComplete(); updateAccentColour(); } protected override void Update() { base.Update(); // Not all skins (including the default osu-stable) have similar sizes for "hitcircle" and "hitcircleoverlay". // This ensures they are scaled relative to each other but also match the expected DrawableHit size. foreach (var c in InternalChildren) c.Scale = new Vector2(DrawHeight / circle_piece_size.Y); if (foregroundLayer is IFramedAnimation animatedForegroundLayer) animateForegroundLayer(animatedForegroundLayer); } private void animateForegroundLayer(IFramedAnimation animation) { int multiplier; if (currentCombo.Value >= 150) { multiplier = 2; } else if (currentCombo.Value >= 50) { multiplier = 1; } else { animation.GotoFrame(0); return; } animationFrame = Math.Abs(Time.Current - timingPoint.Time) % ((timingPoint.BeatLength * 2) / multiplier) >= timingPoint.BeatLength / multiplier ? 0 : 1; animation.GotoFrame(animationFrame); } private Color4 accentColour; public Color4 AccentColour { get => accentColour; set { if (value == accentColour) return; accentColour = value; if (IsLoaded) updateAccentColour(); } } private void updateAccentColour() { backgroundLayer.Colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour); } } }