// 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.Audio.Track; using osu.Framework.Graphics; using osu.Framework.Graphics.Sprites; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Graphics.Containers; using osu.Game.Rulesets.Judgements; using osu.Game.Rulesets.Scoring; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Taiko.Skinning.Legacy { internal partial class LegacyKiaiGlow : BeatSyncedContainer { private bool isKiaiActive; [BackgroundDependencyLoader(true)] private void load(ISkinSource skin, HealthProcessor? healthProcessor) { Alpha = 0; Child = new Sprite { Texture = skin.GetTexture("taiko-glow"), Origin = Anchor.Centre, Anchor = Anchor.Centre, Scale = new Vector2(0.7f), Colour = new Colour4(255, 228, 0, 255), }; if (healthProcessor != null) healthProcessor.NewJudgement += onNewJudgement; } private void onNewJudgement(JudgementResult result) { if (!result.IsHit || !isKiaiActive) return; this.ScaleTo(1.2f).Then() .ScaleTo(1f, 80, Easing.OutQuad); } protected override void OnNewBeat(int beatIndex, TimingControlPoint timingPoint, EffectControlPoint effectPoint, ChannelAmplitudes amplitudes) { if (effectPoint.KiaiMode == isKiaiActive) return; isKiaiActive = effectPoint.KiaiMode; if (isKiaiActive) this.FadeIn(180); else this.FadeOut(180); } } }