// 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.Sprites; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets.Scoring; using osuTK; namespace osu.Game.Rulesets.Judgements { public partial class DefaultJudgementPiece : JudgementPiece, IAnimatableJudgement { public DefaultJudgementPiece(HitResult result) : base(result) { AutoSizeAxes = Axes.Both; Origin = Anchor.Centre; } protected override SpriteText CreateJudgementText() => new OsuSpriteText { Anchor = Anchor.Centre, Origin = Anchor.Centre, Font = OsuFont.Numeric.With(size: 20), Scale = new Vector2(0.85f, 1), }; /// /// Plays the default animation for this judgement piece. /// /// /// The base implementation only handles fade (for all result types) and misses. /// Individual rulesets are recommended to implement their appropriate hit animations. /// public virtual void PlayAnimation() { switch (Result) { case HitResult.Miss: this.ScaleTo(1.6f); this.ScaleTo(1, 100, Easing.In); this.MoveTo(Vector2.Zero); this.MoveToOffset(new Vector2(0, 100), 800, Easing.InQuint); this.RotateTo(0); this.RotateTo(40, 800, Easing.InQuint); break; } this.FadeOutFromOne(800); } public Drawable? GetAboveHitObjectsProxiedContent() => null; } }