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osu-lazer/osu.Game.Rulesets.Osu/Edit/Blueprints/HitCircles/Components/HitCircleOverlapMarker.cs
2022-05-12 19:44:07 +09:00

97 lines
3.2 KiB
C#

// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Shapes;
using osu.Framework.Utils;
using osu.Game.Graphics;
using osu.Game.Rulesets.Objects.Types;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Skinning.Default;
using osu.Game.Screens.Edit;
using osu.Game.Skinning;
using osuTK;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Osu.Edit.Blueprints.HitCircles.Components
{
public class HitCircleOverlapMarker : BlueprintPiece<HitCircle>
{
/// <summary>
/// Hit objects are intentionally made to fade out at a constant slower rate than in gameplay.
/// This allows a mapper to gain better historical context and use recent hitobjects as reference / snap points.
/// </summary>
public const double FADE_OUT_EXTENSION = 700;
private readonly Circle circle;
private readonly RingPiece ring;
[Resolved]
private EditorClock editorClock { get; set; }
public HitCircleOverlapMarker()
{
Origin = Anchor.Centre;
Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);
InternalChildren = new Drawable[]
{
circle = new Circle
{
Anchor = Anchor.Centre,
Origin = Anchor.Centre,
RelativeSizeAxes = Axes.Both,
Colour = Color4.White,
},
ring = new RingPiece
{
BorderThickness = 4,
}
};
}
[Resolved]
private ISkinSource skin { get; set; }
[BackgroundDependencyLoader]
private void load(OsuColour colours)
{
circle.BorderColour = colours.Yellow;
}
public override void UpdateFrom(HitCircle hitObject)
{
base.UpdateFrom(hitObject);
Scale = new Vector2(hitObject.Scale);
if ((hitObject is IHasComboInformation combo))
ring.BorderColour = combo.GetComboColour(skin);
double editorTime = editorClock.CurrentTime;
double hitObjectTime = hitObject.StartTime;
bool hasReachedObject = editorTime >= hitObjectTime;
if (hasReachedObject)
{
float alpha = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION, Easing.In);
float circleScale = Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION);
float ringScale = MathHelper.Clamp(Interpolation.ValueAt(editorTime, 0, 1f, hitObjectTime, hitObjectTime + FADE_OUT_EXTENSION / 2, Easing.OutQuint), 0, 1);
circle.Scale = new Vector2(1 - 0.05f * circleScale);
ring.Scale = new Vector2(1 + 0.1f * ringScale);
Alpha = 0.9f * (1 - alpha);
}
else
Alpha = 0;
}
public override void Hide()
{
// intentional no op so we are not hidden when not selected.
}
}
}