// 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 osu.Framework.Allocation; using osu.Framework.Extensions.Color4Extensions; using osu.Framework.Graphics; using osu.Framework.Graphics.Containers; using osu.Framework.Graphics.Effects; using osu.Game.Graphics; using osu.Game.Rulesets.Judgements; using osuTK; using osuTK.Graphics; using osu.Framework.Graphics.Shapes; using osu.Framework.Utils; namespace osu.Game.Screens.Play.HUD { public class DefaultHealthDisplay : HealthDisplay, IHasAccentColour { /// /// The base opacity of the glow. /// private const float base_glow_opacity = 0.6f; /// /// The number of sequential hits required within to reach the maximum glow opacity. /// private const int glow_max_hits = 8; /// /// The amount of time to delay before fading the glow opacity back to . /// /// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with hits. /// /// private const float glow_fade_delay = 100; /// /// The amount of time to fade the glow to after . /// private const double glow_fade_time = 500; private readonly Container fill; public Color4 AccentColour { get => fill.Colour; set => fill.Colour = value; } private Color4 glowColour; public Color4 GlowColour { get => glowColour; set { if (glowColour == value) return; glowColour = value; fill.EdgeEffect = new EdgeEffectParameters { Colour = glowColour.Opacity(base_glow_opacity), Radius = 8, Roundness = 4, Type = EdgeEffectType.Glow, }; } } public DefaultHealthDisplay() { Size = new Vector2(1, 5); RelativeSizeAxes = Axes.X; Margin = new MarginPadding { Top = 20 }; Children = new Drawable[] { new Box { RelativeSizeAxes = Axes.Both, Colour = Color4.Black, }, fill = new Container { RelativeSizeAxes = Axes.Both, Size = new Vector2(0, 1), Masking = true, Children = new[] { new Box { RelativeSizeAxes = Axes.Both, } } }, }; } [BackgroundDependencyLoader] private void load(OsuColour colours) { AccentColour = colours.BlueLighter; GlowColour = colours.BlueDarker; } public override void Flash(JudgementResult result) => Scheduler.AddOnce(flash); private void flash() { fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, Easing.OutQuint) .Delay(glow_fade_delay) .FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, Easing.OutQuint); } protected override void Update() { base.Update(); fill.Width = Interpolation.ValueAt( Math.Clamp(Clock.ElapsedFrameTime, 0, 200), fill.Width, (float)Current.Value, 0, 200, Easing.OutQuint); } } }