// 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.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Pooling; using osu.Framework.Utils; using osu.Game.Rulesets.Catch.Objects; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Catch.UI { public class HitExplosion : PoolableDrawable { private Color4 objectColour; public CatchHitObject HitObject; public Color4 ObjectColour { get => objectColour; set { if (objectColour == value) return; objectColour = value; onColourChanged(); } } private readonly CircularContainer largeFaint; private readonly CircularContainer smallFaint; private readonly CircularContainer directionalGlow1; private readonly CircularContainer directionalGlow2; public HitExplosion() { Size = new Vector2(20); Anchor = Anchor.TopCentre; Origin = Anchor.BottomCentre; // scale roughly in-line with visual appearance of notes const float initial_height = 10; InternalChildren = new Drawable[] { largeFaint = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Masking = true, Blending = BlendingParameters.Additive, }, smallFaint = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Masking = true, Blending = BlendingParameters.Additive, }, directionalGlow1 = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Masking = true, Size = new Vector2(0.01f, initial_height), Blending = BlendingParameters.Additive, }, directionalGlow2 = new CircularContainer { Anchor = Anchor.Centre, Origin = Anchor.Centre, RelativeSizeAxes = Axes.Both, Masking = true, Size = new Vector2(0.01f, initial_height), Blending = BlendingParameters.Additive, } }; } protected override void PrepareForUse() { base.PrepareForUse(); const double duration = 400; // we want our size to be very small so the glow dominates it. largeFaint.Size = new Vector2(0.8f); largeFaint .ResizeTo(largeFaint.Size * new Vector2(5, 1), duration, Easing.OutQuint) .FadeOut(duration * 2); const float angle_variangle = 15; // should be less than 45 directionalGlow1.Rotation = RNG.NextSingle(-angle_variangle, angle_variangle); directionalGlow2.Rotation = RNG.NextSingle(-angle_variangle, angle_variangle); this.FadeInFromZero(50).Then().FadeOut(duration, Easing.Out); Expire(true); } private void onColourChanged() { const float roundness = 100; largeFaint.EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Colour = Interpolation.ValueAt(0.1f, objectColour, Color4.White, 0, 1).Opacity(0.3f), Roundness = 160, Radius = 200, }; smallFaint.EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Colour = Interpolation.ValueAt(0.6f, objectColour, Color4.White, 0, 1), Roundness = 20, Radius = 50, }; directionalGlow1.EdgeEffect = directionalGlow2.EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Colour = Interpolation.ValueAt(0.4f, objectColour, Color4.White, 0, 1), Roundness = roundness, Radius = 40, }; } } }