// 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.Graphics; using osu.Framework.Graphics.Containers; using osu.Game.Rulesets.Catch.UI; using osu.Game.Skinning; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Catch.Skinning.Legacy { /// /// A combo counter implementation that visually behaves almost similar to stable's osu!catch combo counter. /// public class LegacyCatchComboCounter : CompositeDrawable, ICatchComboCounter { private readonly LegacyRollingCounter counter; private readonly LegacyRollingCounter explosion; public LegacyCatchComboCounter(ISkin skin) { AutoSizeAxes = Axes.Both; Alpha = 0f; Anchor = Anchor.Centre; Origin = Anchor.Centre; Scale = new Vector2(0.8f); InternalChildren = new Drawable[] { explosion = new LegacyRollingCounter(skin, LegacyFont.Combo) { Alpha = 0.65f, Blending = BlendingParameters.Additive, Anchor = Anchor.Centre, Origin = Anchor.Centre, Scale = new Vector2(1.5f), }, counter = new LegacyRollingCounter(skin, LegacyFont.Combo) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }, }; } private int lastDisplayedCombo; public void UpdateCombo(int combo, Color4? hitObjectColour = null) { if (combo == lastDisplayedCombo) return; // There may still be existing transforms to the counter (including value change after 250ms), // finish them immediately before new transforms. counter.SetCountWithoutRolling(lastDisplayedCombo); lastDisplayedCombo = combo; if (Time.Elapsed < 0) { // needs more work to make rewind somehow look good. // basically we want the previous increment to play... or turning off RemoveCompletedTransforms (not feasible from a performance angle). Hide(); return; } // Combo fell to zero, roll down and fade out the counter. if (combo == 0) { counter.Current.Value = 0; explosion.Current.Value = 0; this.FadeOut(400, Easing.Out); } else { this.FadeInFromZero().Then().Delay(1000).FadeOut(300); counter.ScaleTo(1.5f) .ScaleTo(0.8f, 250, Easing.Out) .OnComplete(c => c.SetCountWithoutRolling(combo)); counter.Delay(250) .ScaleTo(1f) .ScaleTo(1.1f, 60).Then().ScaleTo(1f, 30); explosion.Colour = hitObjectColour ?? Color4.White; explosion.SetCountWithoutRolling(combo); explosion.ScaleTo(1.5f) .ScaleTo(1.9f, 400, Easing.Out) .FadeOutFromOne(400); } } } }