mirror of
https://github.com/ppy/osu.git
synced 2024-11-15 03:47:26 +08:00
111 lines
3.9 KiB
C#
111 lines
3.9 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.
|
|
|
|
#nullable disable
|
|
|
|
using System;
|
|
using osu.Framework.Allocation;
|
|
using osu.Framework.Bindables;
|
|
using osu.Framework.Extensions.Color4Extensions;
|
|
using osu.Framework.Graphics;
|
|
using osu.Framework.Graphics.Colour;
|
|
using osu.Framework.Graphics.Containers;
|
|
using osu.Framework.Graphics.Shapes;
|
|
using osu.Framework.Utils;
|
|
using osu.Game.Configuration;
|
|
using osu.Game.Graphics;
|
|
using osu.Game.Rulesets.Scoring;
|
|
using osuTK.Graphics;
|
|
|
|
namespace osu.Game.Screens.Play.HUD
|
|
{
|
|
/// <summary>
|
|
/// An overlay layer on top of the playfield which fades to red when the current player health falls below a certain threshold defined by <see cref="low_health_threshold"/>.
|
|
/// </summary>
|
|
public partial class FailingLayer : HealthDisplay
|
|
{
|
|
/// <summary>
|
|
/// Whether the current player health should be shown on screen.
|
|
/// </summary>
|
|
public readonly Bindable<bool> ShowHealth = new Bindable<bool>();
|
|
|
|
protected override bool PlayInitialIncreaseAnimation => false;
|
|
|
|
private const float max_alpha = 0.4f;
|
|
private const int fade_time = 400;
|
|
private const float gradient_size = 0.2f;
|
|
|
|
/// <summary>
|
|
/// The threshold under which the current player life should be considered low and the layer should start fading in.
|
|
/// </summary>
|
|
private const double low_health_threshold = 0.20f;
|
|
|
|
private readonly Container boxes;
|
|
|
|
private Bindable<bool> fadePlayfieldWhenHealthLow;
|
|
|
|
public FailingLayer()
|
|
{
|
|
RelativeSizeAxes = Axes.Both;
|
|
InternalChildren = new Drawable[]
|
|
{
|
|
boxes = new Container
|
|
{
|
|
Alpha = 0,
|
|
Blending = BlendingParameters.Additive,
|
|
RelativeSizeAxes = Axes.Both,
|
|
Children = new Drawable[]
|
|
{
|
|
new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.White.Opacity(0)),
|
|
Width = gradient_size,
|
|
},
|
|
new Box
|
|
{
|
|
RelativeSizeAxes = Axes.Both,
|
|
Width = gradient_size,
|
|
Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White),
|
|
Anchor = Anchor.TopRight,
|
|
Origin = Anchor.TopRight,
|
|
},
|
|
}
|
|
},
|
|
};
|
|
}
|
|
|
|
[BackgroundDependencyLoader]
|
|
private void load(OsuColour color, OsuConfigManager config)
|
|
{
|
|
boxes.Colour = color.Red;
|
|
|
|
fadePlayfieldWhenHealthLow = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
|
|
fadePlayfieldWhenHealthLow.BindValueChanged(_ => updateState());
|
|
ShowHealth.BindValueChanged(_ => updateState());
|
|
}
|
|
|
|
protected override void LoadComplete()
|
|
{
|
|
base.LoadComplete();
|
|
updateState();
|
|
}
|
|
|
|
private void updateState()
|
|
{
|
|
// Don't display ever if the ruleset is not using a draining health display.
|
|
bool showLayer = HealthProcessor is DrainingHealthProcessor && fadePlayfieldWhenHealthLow.Value && ShowHealth.Value;
|
|
this.FadeTo(showLayer ? 1 : 0, fade_time, Easing.OutQuint);
|
|
}
|
|
|
|
protected override void Update()
|
|
{
|
|
double target = Math.Clamp(max_alpha * (1 - Current.Value / low_health_threshold), 0, max_alpha);
|
|
|
|
boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f);
|
|
|
|
base.Update();
|
|
}
|
|
}
|
|
}
|