// Copyright (c) 2007-2017 ppy Pty Ltd . // Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE using System; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Graphics; using osu.Game.Rulesets.Judgements; using OpenTK; using OpenTK.Graphics; using osu.Framework.Graphics.Shapes; using osu.Game.Rulesets.Scoring; namespace osu.Game.Screens.Play.HUD { public class StandardHealthDisplay : HealthDisplay, IHasAccentColour { /// /// The base opacity of the glow. /// private const float base_glow_opacity = 0.6f; /// /// The number of sequential hits required within to reach the maximum glow opacity. /// private const int glow_max_hits = 8; /// /// The amount of time to delay before fading the glow opacity back to . /// /// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with hits. /// /// private const float glow_fade_delay = 100; /// /// The amount of time to fade the glow to after . /// private const double glow_fade_time = 500; private readonly Container fill; public Color4 AccentColour { get { return fill.Colour; } set { fill.Colour = value; } } private Color4 glowColour; public Color4 GlowColour { get { return glowColour; } set { if (glowColour == value) return; glowColour = value; fill.EdgeEffect = new EdgeEffectParameters { Colour = glowColour.Opacity(base_glow_opacity), Radius = 8, Roundness = 4, Type = EdgeEffectType.Glow, }; } } public StandardHealthDisplay() { Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black, }, fill = new Container { RelativeSizeAxes = Axes.Both, Size = new Vector2(0, 1), Masking = true, Children = new[] { new Box { RelativeSizeAxes = Axes.Both, } } }, }; } public void Flash(Judgement judgement) { if (judgement.Result == HitResult.Miss) return; fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, Easing.OutQuint) .Delay(glow_fade_delay) .FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, Easing.OutQuint); } protected override void SetHealth(float value) => fill.ResizeTo(new Vector2(value, 1), 200, Easing.OutQuint); } }