// 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.Shapes; using osu.Game.Rulesets.Objects; using osuTK; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Skinning; namespace osu.Game.Rulesets.Taiko.Objects.Drawables { /// /// A line that scrolls alongside hit objects in the playfield and visualises control points. /// public class DrawableBarLine : DrawableHitObject { /// /// The width of the line tracker. /// private const float tracker_width = 2f; /// /// Fade out time calibrated to a pre-empt of 1000ms. /// private const float base_fadeout_time = 100f; /// /// The visual line tracker. /// protected SkinnableDrawable Line; /// /// The bar line. /// protected readonly BarLine BarLine; public DrawableBarLine(BarLine barLine) : base(barLine) { BarLine = barLine; Anchor = Anchor.CentreLeft; Origin = Anchor.Centre; RelativeSizeAxes = Axes.Y; Width = tracker_width; AddInternal(Line = new SkinnableDrawable(new TaikoSkinComponent(TaikoSkinComponents.BarLine), _ => new Box { RelativeSizeAxes = Axes.Both, EdgeSmoothness = new Vector2(0.5f, 0), }) { Anchor = Anchor.Centre, Origin = Anchor.Centre, Alpha = 0.75f, }); } protected override void UpdateHitStateTransforms(ArmedState state) => this.FadeOut(150); } }