// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System.Linq; using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Taiko.Objects.Drawables; namespace osu.Game.Rulesets.Taiko.Skinning.Legacy { public class LegacyHitExplosion : CompositeDrawable { private readonly Drawable sprite; private readonly Drawable strongSprite; private DrawableStrongNestedHit nestedStrongHit; private bool switchedToStrongSprite; /// /// Creates a new legacy hit explosion. /// /// /// Contrary to stable's, this implementation doesn't require a frame-perfect hit /// for the strong sprite to be displayed. /// /// The normal legacy explosion sprite. /// The strong legacy explosion sprite. public LegacyHitExplosion(Drawable sprite, Drawable strongSprite = null) { this.sprite = sprite; this.strongSprite = strongSprite; } [BackgroundDependencyLoader] private void load(DrawableHitObject judgedObject) { Anchor = Anchor.Centre; Origin = Anchor.Centre; AutoSizeAxes = Axes.Both; AddInternal(sprite.With(s => { s.Anchor = Anchor.Centre; s.Origin = Anchor.Centre; })); if (strongSprite != null) { AddInternal(strongSprite.With(s => { s.Alpha = 0; s.Anchor = Anchor.Centre; s.Origin = Anchor.Centre; })); } if (judgedObject is DrawableHit hit) nestedStrongHit = hit.NestedHitObjects.SingleOrDefault() as DrawableStrongNestedHit; } protected override void LoadComplete() { base.LoadComplete(); const double animation_time = 120; this.FadeInFromZero(animation_time).Then().FadeOut(animation_time * 1.5); this.ScaleTo(0.6f) .Then().ScaleTo(1.1f, animation_time * 0.8) .Then().ScaleTo(0.9f, animation_time * 0.4) .Then().ScaleTo(1f, animation_time * 0.2); Expire(true); } protected override void Update() { base.Update(); if (shouldSwitchToStrongSprite() && !switchedToStrongSprite) { sprite.FadeOut(50, Easing.OutQuint); strongSprite.FadeIn(50, Easing.OutQuint); switchedToStrongSprite = true; } } private bool shouldSwitchToStrongSprite() { if (nestedStrongHit == null || strongSprite == null) return false; return nestedStrongHit.IsHit; } } }