// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. #nullable disable using osu.Framework.Allocation; using osu.Framework.Graphics; using osu.Game.Rulesets.Objects.Drawables; using osuTK; using osuTK.Graphics; using osu.Framework.Graphics.Shapes; using osu.Game.Skinning; using osu.Framework.Graphics.Containers; namespace osu.Game.Rulesets.Osu.Objects.Drawables { public partial class DrawableSliderTick : DrawableOsuHitObject { public const double ANIM_DURATION = 150; private const float default_tick_size = 16; protected DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject; private SkinnableDrawable scaleContainer; public DrawableSliderTick() : base(null) { } public DrawableSliderTick(SliderTick sliderTick) : base(sliderTick) { } [BackgroundDependencyLoader] private void load() { Size = OsuHitObject.OBJECT_DIMENSIONS; Origin = Anchor.Centre; AddInternal(scaleContainer = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderScorePoint), _ => new CircularContainer { Masking = true, Origin = Anchor.Centre, Size = new Vector2(default_tick_size), BorderThickness = default_tick_size / 4, BorderColour = Color4.White, Child = new Box { RelativeSizeAxes = Axes.Both, Colour = AccentColour.Value, Alpha = 0.3f, } }) { Anchor = Anchor.Centre, Origin = Anchor.Centre, }); ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue)); } protected override void OnApply() { base.OnApply(); Position = HitObject.Position - DrawableSlider.HitObject.Position; } protected override void CheckForResult(bool userTriggered, double timeOffset) => DrawableSlider.SliderInputManager.TryJudgeNestedObject(this, timeOffset); protected override void UpdateInitialTransforms() { this.FadeOut().FadeIn(ANIM_DURATION); this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf); } protected override void UpdateHitStateTransforms(ArmedState state) { base.UpdateHitStateTransforms(state); switch (state) { case ArmedState.Idle: this.Delay(HitObject.TimePreempt).FadeOut(); break; case ArmedState.Miss: this.FadeOut(ANIM_DURATION); this.TransformBindableTo(AccentColour, Color4.Red, 0); break; case ArmedState.Hit: this.FadeOut(ANIM_DURATION, Easing.OutQuint); this.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out); break; } } } }