// 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.Globalization; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Sprites; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Skinning; using osuTK; namespace osu.Game.Rulesets.Osu.Skinning.Legacy { public abstract class LegacySpinner : CompositeDrawable { /// /// All constants are in osu!stable's gamefield space, which is shifted 16px downwards. /// This offset is negated in both osu!stable and osu!lazer to bring all constants into window-space. /// Note: SPINNER_Y_CENTRE + SPINNER_TOP_OFFSET - Position.Y = 240 (=480/2, or half the window-space in osu!stable) /// protected const float SPINNER_TOP_OFFSET = 45f - 16f; protected const float SPINNER_Y_CENTRE = SPINNER_TOP_OFFSET + 219f; protected const float SPRITE_SCALE = 0.625f; protected DrawableSpinner DrawableSpinner { get; private set; } private Sprite spin; private Sprite clear; private LegacySpriteText bonusCounter; [BackgroundDependencyLoader] private void load(DrawableHitObject drawableHitObject, ISkinSource source) { Anchor = Anchor.Centre; Origin = Anchor.Centre; // osu!stable positions spinner components in window-space (as opposed to gamefield-space). This is a 640x480 area taking up the entire screen. // In lazer, the gamefield-space positional transformation is applied in OsuPlayfieldAdjustmentContainer, which is inverted here to make this area take up the entire window space. Size = new Vector2(640, 480); Position = new Vector2(0, -8f); DrawableSpinner = (DrawableSpinner)drawableHitObject; AddInternal(new Container { Depth = float.MinValue, RelativeSizeAxes = Axes.Both, Children = new Drawable[] { spin = new Sprite { Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-spin"), Scale = new Vector2(SPRITE_SCALE), Y = SPINNER_TOP_OFFSET + 335, }, clear = new Sprite { Alpha = 0, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Texture = source.GetTexture("spinner-clear"), Scale = new Vector2(SPRITE_SCALE), Y = SPINNER_TOP_OFFSET + 115, }, bonusCounter = new LegacySpriteText(source, LegacyFont.Score) { Alpha = 0f, Anchor = Anchor.TopCentre, Origin = Anchor.Centre, Scale = new Vector2(SPRITE_SCALE), Y = SPINNER_TOP_OFFSET + 299, }.With(s => s.Font = s.Font.With(fixedWidth: false)), } }); } private IBindable gainedBonus; private readonly Bindable completed = new Bindable(); protected override void LoadComplete() { base.LoadComplete(); gainedBonus = DrawableSpinner.GainedBonus.GetBoundCopy(); gainedBonus.BindValueChanged(bonus => { bonusCounter.Text = bonus.NewValue.ToString(NumberFormatInfo.InvariantInfo); bonusCounter.FadeOutFromOne(800, Easing.Out); bonusCounter.ScaleTo(SPRITE_SCALE * 2f).Then().ScaleTo(SPRITE_SCALE * 1.28f, 800, Easing.Out); }); completed.BindValueChanged(onCompletedChanged, true); DrawableSpinner.ApplyCustomUpdateState += UpdateStateTransforms; UpdateStateTransforms(DrawableSpinner, DrawableSpinner.State.Value); } private void onCompletedChanged(ValueChangedEvent completed) { if (completed.NewValue) { double startTime = Math.Min(Time.Current, DrawableSpinner.HitStateUpdateTime - 400); using (BeginAbsoluteSequence(startTime, true)) { clear.FadeInFromZero(400, Easing.Out); clear.ScaleTo(SPRITE_SCALE * 2) .Then().ScaleTo(SPRITE_SCALE * 0.8f, 240, Easing.Out) .Then().ScaleTo(SPRITE_SCALE, 160); } const double fade_out_duration = 50; using (BeginAbsoluteSequence(DrawableSpinner.HitStateUpdateTime - fade_out_duration, true)) clear.FadeOut(fade_out_duration); } else { clear.ClearTransforms(); clear.Alpha = 0; } } protected override void Update() { base.Update(); completed.Value = Time.Current >= DrawableSpinner.Result.TimeCompleted; } protected virtual void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state) { switch (drawableHitObject) { case DrawableSpinner d: double fadeOutLength = Math.Min(400, d.HitObject.Duration); using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime - fadeOutLength, true)) spin.FadeOutFromOne(fadeOutLength); break; case DrawableSpinnerTick d: if (state == ArmedState.Hit) { using (BeginAbsoluteSequence(d.HitStateUpdateTime, true)) spin.FadeOut(300); } break; } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (DrawableSpinner != null) DrawableSpinner.ApplyCustomUpdateState -= UpdateStateTransforms; } } }