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osu-lazer/osu.Game.Rulesets.Taiko/Skinning/Legacy/LegacyDrumRoll.cs

101 lines
2.9 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 osu.Framework.Allocation;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Framework.Graphics.Primitives;
using osu.Framework.Graphics.Sprites;
using osu.Framework.Graphics.Textures;
using osu.Game.Graphics;
using osu.Game.Skinning;
using osuTK.Graphics;
namespace osu.Game.Rulesets.Taiko.Skinning.Legacy
{
public class LegacyDrumRoll : CompositeDrawable, IHasAccentColour
{
public override Quad ScreenSpaceDrawQuad
{
get
{
var headDrawQuad = headCircle.ScreenSpaceDrawQuad;
var tailDrawQuad = tailCircle.ScreenSpaceDrawQuad;
return new Quad(headDrawQuad.TopLeft, tailDrawQuad.TopRight, headDrawQuad.BottomLeft, tailDrawQuad.BottomRight);
}
}
private LegacyCirclePiece headCircle;
private Sprite body;
private Sprite tailCircle;
public LegacyDrumRoll()
{
RelativeSizeAxes = Axes.Both;
}
[BackgroundDependencyLoader]
private void load(ISkinSource skin, OsuColour colours)
{
InternalChildren = new Drawable[]
{
tailCircle = new Sprite
{
Anchor = Anchor.CentreRight,
Origin = Anchor.CentreLeft,
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-end", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
FillMode = FillMode.Fit,
},
body = new Sprite
{
RelativeSizeAxes = Axes.Both,
Texture = skin.GetTexture("taiko-roll-middle", WrapMode.ClampToEdge, WrapMode.ClampToEdge),
},
headCircle = new LegacyCirclePiece
{
RelativeSizeAxes = Axes.Y,
},
};
AccentColour = colours.YellowDark;
}
protected override void LoadComplete()
{
base.LoadComplete();
updateAccentColour();
}
private Color4 accentColour;
public Color4 AccentColour
{
get => accentColour;
set
{
if (value == accentColour)
return;
accentColour = value;
if (IsLoaded)
updateAccentColour();
}
}
private void updateAccentColour()
{
var colour = LegacyColourCompatibility.DisallowZeroAlpha(accentColour);
headCircle.AccentColour = colour;
body.Colour = colour;
tailCircle.Colour = colour;
}
}
}