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osu-lazer/osu.Game/Screens/Play/HUD/StandardHealthDisplay.cs
Dean Herbert c9ba1ac4f6 Adjust namespaces.
Also adds transition, uses IHasCurrentValue, combines Mod TestCases and more.
2017-05-05 13:00:05 +09:00

108 lines
3.6 KiB
C#

// Copyright (c) 2007-2017 ppy Pty Ltd <contact@ppy.sh>.
// Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
using System;
using osu.Framework.Extensions.Color4Extensions;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Sprites;
using osu.Game.Graphics;
using osu.Game.Rulesets.Judgements;
using osu.Game.Rulesets.Objects.Drawables;
using OpenTK;
using OpenTK.Graphics;
namespace osu.Game.Screens.Play.HUD
{
public class StandardHealthDisplay : HealthDisplay, IHasAccentColour
{
/// <summary>
/// The base opacity of the glow.
/// </summary>
private const float base_glow_opacity = 0.6f;
/// <summary>
/// The number of sequential hits required within <see cref="glow_fade_delay"/> to reach the maximum glow opacity.
/// </summary>
private const int glow_max_hits = 8;
/// <summary>
/// The amount of time to delay before fading the glow opacity back to <see cref="base_glow_opacity"/>.
/// <para>
/// This is calculated to require a stream snapped to 1/4 at 150bpm to reach the maximum glow opacity with <see cref="glow_max_hits"/> hits.
/// </para>
/// </summary>
private const float glow_fade_delay = 100;
/// <summary>
/// The amount of time to fade the glow to <see cref="base_glow_opacity"/> after <see cref="glow_fade_delay"/>.
/// </summary>
private const double glow_fade_time = 500;
private readonly Container fill;
public Color4 AccentColour
{
get { return fill.Colour; }
set { fill.Colour = value; }
}
private Color4 glowColour;
public Color4 GlowColour
{
get { return glowColour; }
set
{
if (glowColour == value)
return;
glowColour = value;
fill.EdgeEffect = new EdgeEffect
{
Colour = glowColour.Opacity(base_glow_opacity),
Radius = 8,
Roundness = 4,
Type = EdgeEffectType.Glow,
};
}
}
public StandardHealthDisplay()
{
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,
}
}
},
};
}
public void Flash(Judgement judgement)
{
if (judgement.Result == HitResult.Miss)
return;
fill.FadeEdgeEffectTo(Math.Min(1, fill.EdgeEffect.Colour.Linear.A + (1f - base_glow_opacity) / glow_max_hits), 50, EasingTypes.OutQuint);
fill.Delay(glow_fade_delay);
fill.FadeEdgeEffectTo(base_glow_opacity, glow_fade_time, EasingTypes.OutQuint);
}
protected override void SetHealth(float value) => fill.ResizeTo(new Vector2(value, 1), 200, EasingTypes.OutQuint);
}
}