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# Conflicts: # osu.Game.Rulesets.Catch/Judgements/CatchDropletJudgement.cs # osu.Game.Rulesets.Catch/Judgements/CatchJudgement.cs # osu.Game.Rulesets.Mania/Scoring/ManiaScoreProcessor.cs # osu.Game.Rulesets.Osu/Replays/OsuAutoGenerator.cs # osu.Game.Rulesets.Osu/UI/Cursor/CursorTrail.cs # osu.Game.Tests/Visual/SongSelect/TestCaseBeatmapScoresContainer.cs # osu.Game/Graphics/OsuFont.cs # osu.Game/Online/API/Requests/Responses/APILegacyScoreInfo.cs # osu.Game/Overlays/Profile/Header/BadgeContainer.cs # osu.Game/Overlays/Profile/ProfileHeader.cs # osu.Game/Screens/Select/PlaySongSelect.cs # osu.Game/Skinning/LegacySkinDecoder.cs
156 lines
4.3 KiB
C#
156 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 osuTK;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.MathUtils;
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using System;
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using System.Linq;
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using osu.Framework.Graphics.Sprites;
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namespace osu.Game.Graphics.UserInterface
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{
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public class StarCounter : Container
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{
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private readonly Container<Star> stars;
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/// <summary>
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/// Maximum amount of stars displayed.
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/// </summary>
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/// <remarks>
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/// This does not limit the counter value, but the amount of stars displayed.
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/// </remarks>
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public int StarCount { get; }
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private double animationDelay => 80;
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private double scalingDuration => 1000;
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private Easing scalingEasing => Easing.OutElasticHalf;
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private float minStarScale => 0.4f;
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private double fadingDuration => 100;
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private float minStarAlpha => 0.5f;
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private const float star_size = 20;
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private const float star_spacing = 4;
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private float countStars;
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/// <summary>
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/// Amount of stars represented.
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/// </summary>
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public float CountStars
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{
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get => countStars;
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set
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{
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if (countStars == value) return;
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if (IsLoaded)
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transformCount(value);
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countStars = value;
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}
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}
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/// <summary>
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/// Shows a float count as stars. Used as star difficulty display.
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/// </summary>
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/// <param name="starCount">Maximum amount of stars to display.</param>
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public StarCounter(int starCount = 10)
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{
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StarCount = Math.Max(starCount, 0);
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AutoSizeAxes = Axes.Both;
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Children = new Drawable[]
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{
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stars = new FillFlowContainer<Star>
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{
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AutoSizeAxes = Axes.Both,
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Direction = FillDirection.Horizontal,
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Spacing = new Vector2(star_spacing),
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ChildrenEnumerable = Enumerable.Range(0, StarCount).Select(i => new Star { Alpha = minStarAlpha })
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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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// Animate initial state from zero.
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ReplayAnimation();
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}
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public void ResetCount()
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{
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countStars = 0;
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StopAnimation();
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}
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public void ReplayAnimation()
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{
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var t = countStars;
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ResetCount();
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CountStars = t;
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}
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public void StopAnimation()
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{
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int i = 0;
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foreach (var star in stars.Children)
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{
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star.ClearTransforms(true);
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star.FadeTo(i < countStars ? 1.0f : minStarAlpha);
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star.Icon.ScaleTo(getStarScale(i, countStars));
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i++;
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}
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}
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private float getStarScale(int i, float value)
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{
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if (value <= i)
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return minStarScale;
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return i + 1 <= value ? 1.0f : Interpolation.ValueAt(value, minStarScale, 1.0f, i, i + 1);
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}
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private void transformCount(float newValue)
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{
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int i = 0;
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foreach (var star in stars.Children)
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{
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star.ClearTransforms(true);
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var delay = (countStars <= newValue ? Math.Max(i - countStars, 0) : Math.Max(countStars - 1 - i, 0)) * animationDelay;
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star.Delay(delay).FadeTo(i < newValue ? 1.0f : minStarAlpha, fadingDuration);
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star.Icon.Delay(delay).ScaleTo(getStarScale(i, newValue), scalingDuration, scalingEasing);
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i++;
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}
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}
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private class Star : Container
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{
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public readonly SpriteIcon Icon;
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public Star()
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{
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Size = new Vector2(star_size);
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Child = Icon = new SpriteIcon
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{
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Size = new Vector2(star_size),
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Icon = FontAwesome.Solid.Star,
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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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}
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}
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}
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