// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Framework.Utils; using osu.Game.Rulesets.Catch.Skinning.Default; using osu.Game.Rulesets.Catch.UI; using osuTK; namespace osu.Game.Rulesets.Catch.Skinning.Argon { internal class ArgonDropletPiece : CatchHitObjectPiece { protected override Drawable HyperBorderPiece => hyperBorderPiece; private Drawable hyperBorderPiece = null!; private Container layers = null!; private float rotationRandomness; [BackgroundDependencyLoader] private void load(TextureStore textures) { RelativeSizeAxes = Axes.Both; const float droplet_scale_down = 0.5f; InternalChildren = new[] { new Circle { Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = new Vector2(20), }, layers = new Container { Scale = new Vector2(droplet_scale_down), Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Children = new Drawable[] { new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Blending = BlendingParameters.Additive, Alpha = 0.15f, Texture = getTexture("A") }, new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Blending = BlendingParameters.Additive, Alpha = 0.5f, Scale = new Vector2(0.8f), Texture = getTexture("A") }, } }, hyperBorderPiece = new Sprite { Scale = new Vector2(droplet_scale_down), Anchor = Anchor.Centre, Origin = Anchor.Centre, Colour = Catcher.DEFAULT_HYPER_DASH_COLOUR, Blending = BlendingParameters.Additive, Alpha = 0.15f, Texture = getTexture("A"), }, }; Texture getTexture(string type) => textures.Get($"Gameplay/catch/blob-{type}{RNG.Next(1, 7)}"); } protected override void LoadComplete() { base.LoadComplete(); AccentColour.BindValueChanged(colour => { foreach (var sprite in layers) sprite.Colour = colour.NewValue; }, true); rotationRandomness = RNG.NextSingle(0.2f, 1); } protected override void Update() { base.Update(); // Note that droplets are rotated at a higher level, so this is mostly just to create more // random arrangements of the multiple layers than actually rotate. // // Because underlying rotation is always clockwise, we apply anti-clockwise resistance to avoid // making things spin too fast. for (int i = 0; i < layers.Count; i++) { layers[i].Rotation -= // Layers are ordered from largest to smallest. Smaller layers should rotate more. (i * 4) * (float)Clock.ElapsedFrameTime * 0.2f * rotationRandomness // Each layer should alternate rotation direction. * (i % 2 == 1 ? 0.5f : 1); } } } }