// 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.Bindables; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Shapes; using osu.Framework.Graphics.Sprites; using osu.Framework.Graphics.Textures; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Argon { public partial class ArgonReverseArrow : CompositeDrawable { [Resolved] private DrawableHitObject drawableObject { get; set; } = null!; private Bindable accentColour = null!; private SpriteIcon icon = null!; private Container main = null!; private Sprite side = null!; [BackgroundDependencyLoader] private void load(TextureStore textures) { Anchor = Anchor.Centre; Origin = Anchor.Centre; Size = OsuHitObject.OBJECT_DIMENSIONS; InternalChildren = new Drawable[] { main = new Container { RelativeSizeAxes = Axes.Both, Anchor = Anchor.Centre, Origin = Anchor.Centre, Children = new Drawable[] { new Circle { Size = new Vector2(40, 20), Colour = Color4.White, Anchor = Anchor.Centre, Origin = Anchor.Centre, }, icon = new SpriteIcon { Icon = FontAwesome.Solid.AngleDoubleRight, Size = new Vector2(16), Anchor = Anchor.Centre, Origin = Anchor.Centre, }, } }, side = new Sprite { Anchor = Anchor.Centre, Origin = Anchor.Centre, Texture = textures.Get("Gameplay/osu/repeat-edge-piece"), Size = new Vector2(ArgonMainCirclePiece.OUTER_GRADIENT_SIZE), } }; accentColour = drawableObject.AccentColour.GetBoundCopy(); accentColour.BindValueChanged(accent => icon.Colour = accent.NewValue.Darken(4), true); drawableObject.ApplyCustomUpdateState += updateStateTransforms; } private void updateStateTransforms(DrawableHitObject hitObject, ArmedState state) { const float move_distance = -12; const double move_out_duration = 35; const double move_in_duration = 250; const double total = 300; switch (state) { case ArmedState.Idle: main.ScaleTo(1.3f, move_out_duration, Easing.Out) .Then() .ScaleTo(1f, move_in_duration, Easing.Out) .Loop(total - (move_in_duration + move_out_duration)); side .MoveToX(move_distance, move_out_duration, Easing.Out) .Then() .MoveToX(0, move_in_duration, Easing.Out) .Loop(total - (move_in_duration + move_out_duration)); break; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); drawableObject.ApplyCustomUpdateState -= updateStateTransforms; } } }