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107 lines
3.8 KiB
C#
107 lines
3.8 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 System;
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using osu.Framework.Allocation;
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using osu.Framework.Bindables;
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using osu.Framework.Extensions.Color4Extensions;
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using osu.Framework.Graphics;
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using osu.Framework.Graphics.Colour;
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using osu.Framework.Graphics.Containers;
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using osu.Framework.Graphics.Shapes;
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using osu.Framework.Utils;
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using osu.Game.Configuration;
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using osu.Game.Graphics;
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using osu.Game.Rulesets.Scoring;
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using osuTK.Graphics;
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namespace osu.Game.Screens.Play.HUD
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{
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/// <summary>
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/// 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"/>.
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/// </summary>
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public class FailingLayer : HealthDisplay
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{
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/// <summary>
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/// Whether the current player health should be shown on screen.
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/// </summary>
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public readonly Bindable<bool> ShowHealth = new Bindable<bool>();
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private const float max_alpha = 0.4f;
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private const int fade_time = 400;
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private const float gradient_size = 0.2f;
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/// <summary>
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/// The threshold under which the current player life should be considered low and the layer should start fading in.
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/// </summary>
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private const double low_health_threshold = 0.20f;
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private readonly Container boxes;
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private Bindable<bool> fadePlayfieldWhenHealthLow;
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public FailingLayer()
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{
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RelativeSizeAxes = Axes.Both;
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InternalChildren = new Drawable[]
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{
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boxes = new Container
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{
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Alpha = 0,
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Blending = BlendingParameters.Additive,
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RelativeSizeAxes = Axes.Both,
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Children = new Drawable[]
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{
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Colour = ColourInfo.GradientHorizontal(Color4.White, Color4.White.Opacity(0)),
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Width = gradient_size,
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},
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new Box
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{
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RelativeSizeAxes = Axes.Both,
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Width = gradient_size,
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Colour = ColourInfo.GradientHorizontal(Color4.White.Opacity(0), Color4.White),
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Anchor = Anchor.TopRight,
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Origin = Anchor.TopRight,
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},
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}
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},
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};
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}
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[BackgroundDependencyLoader]
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private void load(OsuColour color, OsuConfigManager config)
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{
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boxes.Colour = color.Red;
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fadePlayfieldWhenHealthLow = config.GetBindable<bool>(OsuSetting.FadePlayfieldWhenHealthLow);
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fadePlayfieldWhenHealthLow.BindValueChanged(_ => updateState());
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ShowHealth.BindValueChanged(_ => updateState());
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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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updateState();
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}
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private void updateState()
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{
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// Don't display ever if the ruleset is not using a draining health display.
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var showLayer = HealthProcessor is DrainingHealthProcessor && fadePlayfieldWhenHealthLow.Value && ShowHealth.Value;
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this.FadeTo(showLayer ? 1 : 0, fade_time, Easing.OutQuint);
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}
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protected override void Update()
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{
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double target = Math.Clamp(max_alpha * (1 - Current.Value / low_health_threshold), 0, max_alpha);
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boxes.Alpha = (float)Interpolation.Lerp(boxes.Alpha, target, Clock.ElapsedFrameTime * 0.01f);
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base.Update();
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}
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}
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}
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