mirror of
https://github.com/ppy/osu.git
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43f0409893
- Allow basic clicking of hitobjects. - Break non-osu! game modes temporarily. - Fix some issues with RollingCounters. - Add the ability to increment counters.
351 lines
12 KiB
C#
351 lines
12 KiB
C#
//Copyright (c) 2007-2016 ppy Pty Ltd <contact@ppy.sh>.
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//Licensed under the MIT Licence - https://raw.githubusercontent.com/ppy/osu/master/LICENCE
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using System;
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using osu.Framework;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Sprites;
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using osu.Framework.Graphics.Textures;
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using osu.Framework.Graphics.Transformations;
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using OpenTK;
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using OpenTK.Graphics;
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using osu.Framework.Input;
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using osu.Framework.MathUtils;
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namespace osu.Game.Beatmaps.Objects.Osu.Drawable
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{
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public class DrawableCircle : DrawableHitObject
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{
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private Sprite approachCircle;
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private CirclePart circle;
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private RingPart ring;
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private FlashPart flash;
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private ExplodePart explode;
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private NumberPart number;
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private GlowPart glow;
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private OsuBaseHit h;
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public DrawableCircle(Circle h) : base(h)
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{
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this.h = h;
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Origin = Anchor.Centre;
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Alpha = 0;
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Position = h.Position;
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Scale = new Vector2(0.4f);
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Children = new Framework.Graphics.Drawable[]
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{
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glow = new GlowPart()
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{
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Colour = h.Colour,
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},
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circle = new CirclePart()
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{
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Colour = h.Colour,
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Hit = delegate { State = ArmedState.Armed; }
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},
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number = new NumberPart(),
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ring = new RingPart(),
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flash = new FlashPart(),
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explode = new ExplodePart()
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{
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Colour = h.Colour
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},
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approachCircle = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Colour = h.Colour
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}
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};
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Size = new Vector2(100);
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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approachCircle.Texture = game.Textures.Get(@"Play/osu/approachcircle@2x");
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}
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protected override void UpdateState(ArmedState state)
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{
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if (!IsLoaded) return;
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Flush(); //move to DrawableHitObject
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Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime - 1000, EndTime = h.StartTime - 800, StartValue = 0, EndValue = 1 });
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approachCircle.Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime - 1000, EndTime = h.StartTime, StartValue = new Vector2(2f), EndValue = new Vector2(0.6f) });
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approachCircle.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime, StartValue = 1, EndValue = 0 });
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glow.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = glow.Alpha, EndValue = 0 });
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switch (state)
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{
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case ArmedState.Disarmed:
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Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + h.Duration + 200, EndTime = h.StartTime + h.Duration + 400, StartValue = 1, EndValue = 0 });
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break;
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case ArmedState.Armed:
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const float flashIn = 30;
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const float fadeOut = 800;
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//Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + 400, StartValue = Scale, EndValue = Scale * 1.1f });
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ring.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
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circle.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
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number.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0 });
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flash.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 0.8f });
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flash.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + 100, StartValue = 0.8f, EndValue = 0 });
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explode.Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime, EndTime = h.StartTime + flashIn, StartValue = 0, EndValue = 1 });
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Transforms.Add(new TransformAlpha(Clock) { StartTime = h.StartTime + flashIn, EndTime = h.StartTime + flashIn + fadeOut, StartValue = 1, EndValue = 0 });
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Transforms.Add(new TransformScale(Clock) { StartTime = h.StartTime + h.Duration, EndTime = h.StartTime + h.Duration + 400, StartValue = Scale, EndValue = Scale * 1.5f, Easing = EasingTypes.OutQuad });
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break;
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}
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}
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class NumberPart : Container
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{
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private Sprite number;
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public NumberPart()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Children = new[]
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{
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number = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Alpha = 1,
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}
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};
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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number.Texture = game.Textures.Get(@"Play/osu/number@2x");
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}
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}
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class GlowPart : Container
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{
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private Sprite layer3;
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public GlowPart()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Children = new[]
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{
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layer3 = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Additive = true,
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Alpha = 0.5f,
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}
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};
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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layer3.Texture = game.Textures.Get(@"Play/osu/ring-glow@2x");
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}
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}
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class RingPart : Container
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{
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private Sprite ring;
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public RingPart()
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Children = new Framework.Graphics.Drawable[]
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{
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ring = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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};
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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ring.Texture = game.Textures.Get(@"Play/osu/ring@2x");
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}
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}
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class FlashPart : Container
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{
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public FlashPart()
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{
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Size = new Vector2(144);
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Masking = true;
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CornerRadius = Size.X / 2;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Additive = true;
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Alpha = 0;
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Children = new Framework.Graphics.Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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}
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};
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}
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}
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class ExplodePart : Container
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{
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public ExplodePart()
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{
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Size = new Vector2(144);
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Additive = true;
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Alpha = 0;
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Children = new Framework.Graphics.Drawable[]
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{
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new Triangles
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{
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RelativeSizeAxes = Axes.Both,
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},
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};
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}
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class Triangles : Container
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{
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private Texture tex;
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public override void Load(BaseGame game)
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{
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base.Load(game);
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tex = game.Textures.Get(@"Play/osu/triangle@2x");
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for (int i = 0; i < 10; i++)
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{
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Add(new Sprite
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{
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Texture = tex,
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Origin = Anchor.Centre,
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Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y),
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Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
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Alpha = RNG.NextSingle() * 0.3f,
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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foreach (Framework.Graphics.Drawable d in Children)
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d.Position -= new Vector2(0, (float)(d.Scale.X * (Clock.ElapsedFrameTime / 20)));
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}
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}
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}
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class CirclePart : Container
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{
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private Sprite disc;
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private Triangles triangles;
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public Action Hit;
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public CirclePart()
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{
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Size = new Vector2(144);
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Masking = true;
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CornerRadius = DrawSize.X / 2;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Children = new Framework.Graphics.Drawable[]
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{
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disc = new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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},
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triangles = new Triangles
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{
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Additive = true,
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RelativeSizeAxes = Axes.Both,
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},
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};
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}
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public override void Load(BaseGame game)
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{
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base.Load(game);
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disc.Texture = game.Textures.Get(@"Play/osu/disc@2x");
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}
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protected override bool OnMouseDown(InputState state, MouseDownEventArgs args)
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{
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Hit?.Invoke();
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return true;
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}
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class Triangles : Container
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{
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private Texture tex;
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public override void Load(BaseGame game)
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{
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base.Load(game);
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tex = game.Textures.Get(@"Play/osu/triangle@2x");
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for (int i = 0; i < 10; i++)
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{
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Add(new Sprite
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{
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Texture = tex,
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Origin = Anchor.Centre,
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Position = new Vector2(RNG.NextSingle() * DrawSize.X, RNG.NextSingle() * DrawSize.Y),
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Scale = new Vector2(RNG.NextSingle() * 0.4f + 0.2f),
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Alpha = RNG.NextSingle() * 0.3f,
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});
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}
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}
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protected override void Update()
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{
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base.Update();
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foreach (Framework.Graphics.Drawable d in Children)
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d.Position -= new Vector2(0, (float)(d.Scale.X * (Clock.ElapsedFrameTime / 20)));
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}
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}
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}
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}
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}
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