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130 lines
4.3 KiB
C#
130 lines
4.3 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 osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Game.Rulesets.Catch.UI;
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using osu.Game.Screens.Play;
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using osu.Game.Skinning;
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using osuTK;
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using osuTK.Graphics;
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using static osu.Game.Skinning.LegacySkinConfiguration;
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namespace osu.Game.Rulesets.Catch.Skinning
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{
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/// <summary>
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/// A combo counter implementation that visually behaves almost similar to osu!stable's combo counter.
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/// </summary>
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public class LegacyComboCounter : CompositeDrawable, ICatchComboCounter
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{
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private readonly ISkin skin;
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private readonly string fontName;
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private readonly float fontOverlap;
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private readonly LegacyRollingCounter counter;
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public LegacyComboCounter(ISkin skin)
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{
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this.skin = skin;
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fontName = skin.GetConfig<LegacySetting, string>(LegacySetting.ComboPrefix)?.Value ?? "score";
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fontOverlap = skin.GetConfig<LegacySetting, float>(LegacySetting.ComboOverlap)?.Value ?? -2f;
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AutoSizeAxes = Axes.Both;
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Alpha = 0f;
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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Scale = new Vector2(0.8f);
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InternalChild = counter = new LegacyRollingCounter(skin, fontName, fontOverlap)
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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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private IBindable<bool> isBreakTime;
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[Resolved(canBeNull: true)]
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private GameplayBeatmap beatmap { get; set; }
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protected override void LoadComplete()
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{
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base.LoadComplete();
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isBreakTime = beatmap?.IsBreakTime.GetBoundCopy();
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isBreakTime?.BindValueChanged(b =>
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{
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if (b.NewValue)
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this.FadeOut(400.0, Easing.OutQuint);
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});
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}
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public void DisplayInitialCombo(int combo) => updateCombo(combo, null, true);
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public void UpdateCombo(int combo, Color4? hitObjectColour) => updateCombo(combo, hitObjectColour, false);
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private LegacyRollingCounter lastExplosion;
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private void updateCombo(int combo, Color4? hitObjectColour, bool immediate)
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{
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// There may still be existing transforms to the counter (including value change after 250ms),
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// finish them immediately before new transforms.
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counter.FinishTransforms();
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// Combo fell to zero, roll down and fade out the counter.
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if (combo == 0)
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{
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counter.Current.Value = 0;
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if (lastExplosion != null)
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lastExplosion.Current.Value = 0;
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this.FadeOut(immediate ? 0.0 : 400.0, Easing.Out);
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return;
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}
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// Remove last explosion to not conflict with the upcoming one.
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if (lastExplosion != null)
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RemoveInternal(lastExplosion);
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this.FadeIn().Delay(1000.0).FadeOut(300.0);
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// For simplicity, in the case of rewinding we'll just set the counter to the current combo value.
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immediate |= Time.Elapsed < 0;
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if (immediate)
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{
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counter.SetCountWithoutRolling(combo);
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return;
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}
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counter.ScaleTo(1.5f).ScaleTo(0.8f, 250.0, Easing.Out)
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.OnComplete(c => c.SetCountWithoutRolling(combo));
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counter.Delay(250.0).ScaleTo(1f).ScaleTo(1.1f, 60.0).Then().ScaleTo(1f, 30.0);
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var explosion = new LegacyRollingCounter(skin, fontName, fontOverlap)
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{
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Alpha = 0.65f,
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Anchor = Anchor.Centre,
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Origin = Anchor.Centre,
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Scale = new Vector2(1.5f),
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Colour = hitObjectColour ?? Color4.White,
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Depth = 1f,
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};
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AddInternal(explosion);
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explosion.SetCountWithoutRolling(combo);
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explosion.ScaleTo(1.9f, 400.0, Easing.Out)
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.FadeOut(400.0)
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.Expire(true);
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lastExplosion = explosion;
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}
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}
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}
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