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152 lines
5.5 KiB
C#
152 lines
5.5 KiB
C#
// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
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// See the LICENCE file in the repository root for full licence text.
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using System;
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using osu.Framework.Allocation;
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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.Utils;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning
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{
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/// <summary>
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/// Legacy skinned spinner with one main spinning layer and a background layer.
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/// </summary>
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public class LegacyOldStyleSpinner : CompositeDrawable
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{
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private DrawableSpinner drawableSpinner;
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private Sprite disc;
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private Sprite metreSprite;
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private Container metre;
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private bool spinnerBlink;
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private const float sprite_scale = 1 / 1.6f;
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private const float final_metre_height = 692 * sprite_scale;
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[BackgroundDependencyLoader]
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private void load(ISkinSource source, DrawableHitObject drawableObject)
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{
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spinnerBlink = source.GetConfig<OsuSkinConfiguration, bool>(OsuSkinConfiguration.SpinnerNoBlink)?.Value != true;
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drawableSpinner = (DrawableSpinner)drawableObject;
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RelativeSizeAxes = Axes.Both;
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InternalChild = new Container
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{
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// the old-style spinner relied heavily on absolute screen-space coordinate values.
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// wrap everything in a container simulating absolute coords to preserve alignment
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// as there are skins that depend on it.
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Width = 640,
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Height = 480,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Children = new Drawable[]
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{
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new Sprite
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{
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Texture = source.GetTexture("spinner-background"),
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Scale = new Vector2(sprite_scale)
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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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Texture = source.GetTexture("spinner-circle"),
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Scale = new Vector2(sprite_scale)
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},
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metre = new Container
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{
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AutoSizeAxes = Axes.Both,
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// this anchor makes no sense, but that's what stable uses.
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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// adjustment for stable (metre has additional offset)
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Margin = new MarginPadding { Top = 20 },
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Masking = true,
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Child = metreSprite = new Sprite
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{
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Texture = source.GetTexture("spinner-metre"),
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Anchor = Anchor.TopLeft,
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Origin = Anchor.TopLeft,
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Scale = new Vector2(0.625f)
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}
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}
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}
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};
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}
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protected override void LoadComplete()
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{
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base.LoadComplete();
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drawableSpinner.ApplyCustomUpdateState += updateStateTransforms;
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updateStateTransforms(drawableSpinner, drawableSpinner.State.Value);
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}
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private void updateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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if (!(drawableHitObject is DrawableSpinner))
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return;
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var spinner = drawableSpinner.HitObject;
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimePreempt, true))
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this.FadeOut();
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using (BeginAbsoluteSequence(spinner.StartTime - spinner.TimeFadeIn / 2, true))
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this.FadeInFromZero(spinner.TimeFadeIn / 2);
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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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disc.Rotation = drawableSpinner.RotationTracker.Rotation;
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// careful: need to call this exactly once for all calculations in a frame
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// as the function has a random factor in it
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var metreHeight = getMetreHeight(drawableSpinner.Progress);
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// hack to make the metre blink up from below than down from above.
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// move down the container to be able to apply masking for the metre,
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// and then move the sprite back up the same amount to keep its position absolute.
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metre.Y = final_metre_height - metreHeight;
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metreSprite.Y = -metre.Y;
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}
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private const int total_bars = 10;
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private float getMetreHeight(float progress)
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{
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progress *= 100;
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// the spinner should still blink at 100% progress.
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if (spinnerBlink)
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progress = Math.Min(99, progress);
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int barCount = (int)progress / 10;
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if (spinnerBlink && RNG.NextBool(((int)progress % 10) / 10f))
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barCount++;
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return (float)barCount / total_bars * final_metre_height;
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (drawableSpinner != null)
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drawableSpinner.ApplyCustomUpdateState -= updateStateTransforms;
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}
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}
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}
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