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102 lines
3.1 KiB
C#
102 lines
3.1 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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#nullable disable
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using osu.Framework.Allocation;
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using osu.Framework.Graphics;
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using osu.Game.Rulesets.Objects.Drawables;
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using osuTK;
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using osuTK.Graphics;
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using osu.Framework.Graphics.Shapes;
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using osu.Game.Skinning;
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using osu.Framework.Graphics.Containers;
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namespace osu.Game.Rulesets.Osu.Objects.Drawables
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{
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public partial class DrawableSliderTick : DrawableOsuHitObject
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{
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public const double ANIM_DURATION = 150;
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public const float DEFAULT_TICK_SIZE = 16;
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public DrawableSlider DrawableSlider => (DrawableSlider)ParentHitObject;
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private SkinnableDrawable scaleContainer;
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public DrawableSliderTick()
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: base(null)
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{
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}
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public DrawableSliderTick(SliderTick sliderTick)
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: base(sliderTick)
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{
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}
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[BackgroundDependencyLoader]
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private void load()
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{
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Size = OsuHitObject.OBJECT_DIMENSIONS;
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Origin = Anchor.Centre;
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AddInternal(scaleContainer = new SkinnableDrawable(new OsuSkinComponentLookup(OsuSkinComponents.SliderScorePoint), _ => new CircularContainer
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{
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Masking = true,
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Origin = Anchor.Centre,
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Size = new Vector2(DEFAULT_TICK_SIZE),
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BorderThickness = DEFAULT_TICK_SIZE / 4,
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BorderColour = Color4.White,
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Child = new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = AccentColour.Value,
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Alpha = 0.3f,
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}
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})
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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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ScaleBindable.BindValueChanged(scale => scaleContainer.Scale = new Vector2(scale.NewValue));
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}
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protected override void OnApply()
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{
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base.OnApply();
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Position = HitObject.Position - DrawableSlider.HitObject.Position;
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}
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protected override void CheckForResult(bool userTriggered, double timeOffset) => DrawableSlider.SliderInputManager.TryJudgeNestedObject(this, timeOffset);
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protected override void UpdateInitialTransforms()
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{
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this.FadeOut().FadeIn(ANIM_DURATION);
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this.ScaleTo(0.5f).ScaleTo(1f, ANIM_DURATION * 4, Easing.OutElasticHalf);
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}
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protected override void UpdateHitStateTransforms(ArmedState state)
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{
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base.UpdateHitStateTransforms(state);
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switch (state)
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{
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case ArmedState.Idle:
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this.Delay(HitObject.TimePreempt).FadeOut();
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break;
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case ArmedState.Miss:
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this.FadeOut(ANIM_DURATION, Easing.OutQuint);
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break;
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case ArmedState.Hit:
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this.FadeOut(ANIM_DURATION, Easing.OutQuint);
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this.ScaleTo(Scale * 1.5f, ANIM_DURATION, Easing.Out);
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break;
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}
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}
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}
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}
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