// 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.Extensions.ObjectExtensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Colour; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Framework.Graphics.Shapes; using osu.Game.Configuration; using osu.Game.Graphics; using osu.Game.Graphics.Sprites; using osu.Game.Rulesets.Objects.Drawables; using osu.Game.Rulesets.Osu.Objects; using osu.Game.Rulesets.Osu.Objects.Drawables; using osu.Game.Rulesets.Osu.Skinning.Default; using osuTK; using osuTK.Graphics; namespace osu.Game.Rulesets.Osu.Skinning.Argon { public partial class ArgonMainCirclePiece : CompositeDrawable { public const float BORDER_THICKNESS = (OsuHitObject.OBJECT_RADIUS * 2) * (2f / 58); public const float GRADIENT_THICKNESS = BORDER_THICKNESS * 2.5f; public const float OUTER_GRADIENT_SIZE = (OsuHitObject.OBJECT_RADIUS * 2) - BORDER_THICKNESS * 4; public const float INNER_GRADIENT_SIZE = OUTER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2; public const float INNER_FILL_SIZE = INNER_GRADIENT_SIZE - GRADIENT_THICKNESS * 2; private readonly Circle outerFill; private readonly Circle outerGradient; private readonly Circle innerGradient; private readonly Circle innerFill; private readonly RingPiece border; private readonly OsuSpriteText number; private readonly IBindable accentColour = new Bindable(); private readonly IBindable indexInCurrentCombo = new Bindable(); private readonly FlashPiece flash; private readonly Container kiaiContainer; private Bindable configHitLighting = null!; private static readonly Vector2 circle_size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2); [Resolved] private DrawableHitObject drawableObject { get; set; } = null!; public ArgonMainCirclePiece(bool withOuterFill) { Size = circle_size; Anchor = Anchor.Centre; Origin = Anchor.Centre; InternalChildren = new Drawable[] { outerFill = new Circle // renders dark fill { Anchor = Anchor.Centre, Origin = Anchor.Centre, // Slightly inset to prevent bleeding outside the ring Size = circle_size - new Vector2(1), Alpha = withOuterFill ? 1 : 0, }, outerGradient = new Circle // renders the outer bright gradient { Size = new Vector2(OUTER_GRADIENT_SIZE), Anchor = Anchor.Centre, Origin = Anchor.Centre, }, innerGradient = new Circle // renders the inner bright gradient { Size = new Vector2(INNER_GRADIENT_SIZE), Anchor = Anchor.Centre, Origin = Anchor.Centre, }, innerFill = new Circle // renders the inner dark fill { Size = new Vector2(INNER_FILL_SIZE), Anchor = Anchor.Centre, Origin = Anchor.Centre, }, kiaiContainer = new CircularContainer { Masking = true, Anchor = Anchor.Centre, Origin = Anchor.Centre, Size = circle_size, Child = new KiaiFlash { RelativeSizeAxes = Axes.Both, } }, number = new OsuSpriteText { Font = OsuFont.Default.With(size: 52, weight: FontWeight.Bold), Anchor = Anchor.Centre, Origin = Anchor.Centre, Y = -2, Text = @"1", }, flash = new FlashPiece(), border = new RingPiece(BORDER_THICKNESS), }; } [BackgroundDependencyLoader] private void load(OsuConfigManager config) { var drawableOsuObject = (DrawableOsuHitObject)drawableObject; accentColour.BindTo(drawableObject.AccentColour); indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable); configHitLighting = config.GetBindable(OsuSetting.HitLighting); } protected override void LoadComplete() { base.LoadComplete(); indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true); accentColour.BindValueChanged(colour => { // A colour transform is applied. // Without removing transforms first, when it is rewound it may apply an old colour. outerGradient.ClearTransforms(targetMember: nameof(Colour)); outerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue, colour.NewValue.Darken(0.1f)); kiaiContainer.Colour = colour.NewValue; outerFill.Colour = innerFill.Colour = colour.NewValue.Darken(4); innerGradient.Colour = ColourInfo.GradientVertical(colour.NewValue.Darken(0.5f), colour.NewValue.Darken(0.6f)); flash.Colour = colour.NewValue; // Accent colour may be changed many times during a paused gameplay state. // Schedule the change to avoid transforms piling up. Scheduler.AddOnce(() => { ApplyTransformsAt(double.MinValue, true); ClearTransformsAfter(double.MinValue, true); updateStateTransforms(drawableObject, drawableObject.State.Value); }); }, true); drawableObject.ApplyCustomUpdateState += updateStateTransforms; } private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state) { using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime)) { switch (state) { case ArmedState.Hit: // Fade out time is at a maximum of 800. Must match `DrawableHitCircle`'s arbitrary lifetime spec. const double fade_out_time = 800; const double flash_in_duration = 150; const double resize_duration = 400; const float shrink_size = 0.8f; // Animating with the number present is distracting. // The number disappearing is hidden by the bright flash. number.FadeOut(flash_in_duration / 2); // The fill layers add too much noise during the explosion animation. // They will be hidden by the additive effects anyway. outerFill.FadeOut(flash_in_duration, Easing.OutQuint); innerFill.FadeOut(flash_in_duration, Easing.OutQuint); // The inner-most gradient should actually be resizing, but is only visible for // a few milliseconds before it's hidden by the flash, so it's pointless overhead to bother with it. innerGradient.FadeOut(flash_in_duration, Easing.OutQuint); // The border is always white, but after hit it gets coloured by the skin/beatmap's colouring. // A gradient is applied to make the border less prominent over the course of the animation. // Without this, the border dominates the visual presence of the explosion animation in a bad way. border.TransformTo(nameof (BorderColour), ColourInfo.GradientVertical( accentColour.Value.Opacity(0.5f), accentColour.Value.Opacity(0)), fade_out_time); // The outer ring shrinks immediately, but accounts for its thickness so it doesn't overlap the inner // gradient layers. border.ResizeTo(Size * shrink_size + new Vector2(border.BorderThickness), resize_duration, Easing.OutElasticHalf); // Kiai flash should track the overall size but also be cleaned up quite fast, so we don't get additional // flashes after the hit animation is already in a mostly-completed state. kiaiContainer.ResizeTo(Size * shrink_size, resize_duration, Easing.OutElasticHalf); kiaiContainer.FadeOut(flash_in_duration, Easing.OutQuint); // The outer gradient is resize with a slight delay from the border. // This is to give it a bomb-like effect, with the border "triggering" its animation when getting close. using (BeginDelayedSequence(flash_in_duration / 12)) { outerGradient.ResizeTo(OUTER_GRADIENT_SIZE * shrink_size, resize_duration, Easing.OutElasticHalf); outerGradient .FadeColour(Color4.White, 80) .Then() .FadeOut(flash_in_duration); } if (configHitLighting.Value) { flash.HitLighting = true; flash.FadeTo(1, flash_in_duration, Easing.OutQuint); this.FadeOut(fade_out_time, Easing.OutQuad); } else { flash.HitLighting = false; flash.FadeTo(1, flash_in_duration, Easing.OutQuint) .Then() .FadeOut(flash_in_duration, Easing.OutQuint); this.FadeOut(fade_out_time * 0.8f, Easing.OutQuad); } break; } } } protected override void Dispose(bool isDisposing) { base.Dispose(isDisposing); if (drawableObject.IsNotNull()) drawableObject.ApplyCustomUpdateState -= updateStateTransforms; } private partial class FlashPiece : Circle { public FlashPiece() { Size = new Vector2(OsuHitObject.OBJECT_RADIUS); Anchor = Anchor.Centre; Origin = Anchor.Centre; Alpha = 0; Blending = BlendingParameters.Additive; // The edge effect provides the fill due to not being rendered hollow. Child.Alpha = 0; Child.AlwaysPresent = true; } public bool HitLighting { get; set; } protected override void Update() { base.Update(); EdgeEffect = new EdgeEffectParameters { Type = EdgeEffectType.Glow, Colour = Colour, Radius = OsuHitObject.OBJECT_RADIUS * (HitLighting ? 1.2f : 0.6f), }; } } } }