// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Linq; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Animations; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Framework.Testing; using osu.Game.Rulesets.Mania.Objects.Drawables; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.UI.Scrolling; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Mania.Skinning.Legacy { public partial class LegacyBodyPiece : LegacyManiaColumnElement { private DrawableHoldNote holdNote = null!; private readonly IBindable direction = new Bindable(); private readonly IBindable isHitting = new Bindable(); /// /// Stores the start time of the fade animation that plays when any of the nested /// hitobjects of the hold note are missed. /// private readonly Bindable missFadeTime = new Bindable(); private Drawable? bodySprite; private Drawable? lightContainer; private Drawable? light; private LegacyNoteBodyStyle? bodyStyle; public LegacyBodyPiece() { RelativeSizeAxes = Axes.Both; } [BackgroundDependencyLoader] private void load(ISkinSource skin, IScrollingInfo scrollingInfo, DrawableHitObject drawableObject) { holdNote = (DrawableHoldNote)drawableObject; string imageName = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.HoldNoteBodyImage)?.Value ?? $"mania-note{FallbackColumnIndex}L"; string lightImage = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightImage)?.Value ?? "lightingL"; float lightScale = GetColumnSkinConfig(skin, LegacyManiaSkinConfigurationLookups.HoldNoteLightScale)?.Value ?? 1; // Create a temporary animation to retrieve the number of frames, in an effort to calculate the intended frame length. // This animation is discarded and re-queried with the appropriate frame length afterwards. var tmp = skin.GetAnimation(lightImage, true, false); double frameLength = 0; if (tmp is IFramedAnimation tmpAnimation && tmpAnimation.FrameCount > 0) frameLength = Math.Max(1000 / 60.0, 170.0 / tmpAnimation.FrameCount); light = skin.GetAnimation(lightImage, true, true, frameLength: frameLength).With(d => { if (d == null) return; d.Origin = Anchor.Centre; d.Blending = BlendingParameters.Additive; d.Scale = new Vector2(lightScale); }); if (light != null) { lightContainer = new HitTargetInsetContainer { Alpha = 0, Child = light }; } bodyStyle = skin.GetConfig(new ManiaSkinConfigurationLookup(LegacyManiaSkinConfigurationLookups.NoteBodyStyle))?.Value; var wrapMode = bodyStyle == LegacyNoteBodyStyle.Stretch ? WrapMode.ClampToEdge : WrapMode.Repeat; direction.BindTo(scrollingInfo.Direction); isHitting.BindTo(holdNote.IsHitting); bodySprite = skin.GetAnimation(imageName, wrapMode, wrapMode, true, true).With(d => { if (d == null) return; if (d is TextureAnimation animation) animation.IsPlaying = false; d.Anchor = Anchor.TopCentre; d.RelativeSizeAxes = Axes.Both; d.Size = Vector2.One; // Todo: Wrap? }); if (bodySprite != null) InternalChild = bodySprite; } protected override void LoadComplete() { base.LoadComplete(); direction.BindValueChanged(onDirectionChanged, true); isHitting.BindValueChanged(onIsHittingChanged, true); missFadeTime.BindValueChanged(onMissFadeTimeChanged, true); holdNote.ApplyCustomUpdateState += applyCustomUpdateState; applyCustomUpdateState(holdNote, holdNote.State.Value); } private void applyCustomUpdateState(DrawableHitObject hitObject, ArmedState state) { // ensure that the hold note is also faded out when the head/tail/any tick is missed. if (state == ArmedState.Miss) missFadeTime.Value ??= hitObject.HitStateUpdateTime; } private void onIsHittingChanged(ValueChangedEvent isHitting) { if (bodySprite is TextureAnimation bodyAnimation) { bodyAnimation.GotoFrame(0); bodyAnimation.IsPlaying = isHitting.NewValue; } if (lightContainer == null) return; if (isHitting.NewValue) { // Clear the fade out and, more importantly, the removal. lightContainer.ClearTransforms(); // Only add the container if the removal has taken place. if (lightContainer.Parent == null) Column.TopLevelContainer.Add(lightContainer); // The light must be seeked only after being loaded, otherwise a nullref occurs (https://github.com/ppy/osu-framework/issues/3847). if (light is TextureAnimation lightAnimation) lightAnimation.GotoFrame(0); lightContainer.FadeIn(80); } else { lightContainer.FadeOut(120) .OnComplete(d => Column.TopLevelContainer.Remove(d, false)); } } private void onDirectionChanged(ValueChangedEvent direction) { if (direction.NewValue == ScrollingDirection.Up) { if (bodySprite != null) { bodySprite.Origin = Anchor.TopCentre; bodySprite.Anchor = Anchor.BottomCentre; // needs to be flipped due to scale flip in Update. } if (light != null) light.Anchor = Anchor.TopCentre; } else { if (bodySprite != null) { bodySprite.Origin = Anchor.TopCentre; bodySprite.Anchor = Anchor.TopCentre; } if (light != null) light.Anchor = Anchor.BottomCentre; } } private void onMissFadeTimeChanged(ValueChangedEvent missFadeTimeChange) { if (missFadeTimeChange.NewValue == null) return; // this update could come from any nested object of the hold note (or even from an input). // make sure the transforms are consistent across all affected parts. using (BeginAbsoluteSequence(missFadeTimeChange.NewValue.Value)) { // colour and duration matches stable // transforms not applied to entire hold note in order to not affect hit lighting const double fade_duration = 60; holdNote.Head.FadeColour(Colour4.DarkGray, fade_duration); holdNote.Tail.FadeColour(Colour4.DarkGray, fade_duration); bodySprite?.FadeColour(Colour4.DarkGray, fade_duration); } } protected override void Update() { base.Update(); missFadeTime.Value ??= holdNote.HoldBrokenTime; int scaleDirection = (direction.Value == ScrollingDirection.Down ? 1 : -1); // here we go... switch (bodyStyle) { case LegacyNoteBodyStyle.Stretch: // this is how lazer works by default. nothing required. if (bodySprite != null) bodySprite.Scale = new Vector2(1, scaleDirection); break; default: // this is where things get fucked up. // honestly there's three modes to handle here but they seem really pointless? // let's wait to see if anyone actually uses them in skins. if (bodySprite != null) { var sprite = bodySprite as Sprite ?? bodySprite.ChildrenOfType().Single(); bodySprite.FillMode = FillMode.Stretch; // i dunno this looks about right?? bodySprite.Scale = new Vector2(1, scaleDirection * 32800 / sprite.DrawHeight); } break; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (holdNote.IsNotNull()) holdNote.ApplyCustomUpdateState -= applyCustomUpdateState; lightContainer?.Expire(); } } }