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147 lines
5.3 KiB
C#
147 lines
5.3 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 System;
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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.Framework.Graphics.Sprites;
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using osu.Game.Rulesets.Objects.Drawables;
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using osu.Game.Rulesets.Osu.Objects.Drawables;
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using osu.Game.Skinning;
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using osuTK;
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namespace osu.Game.Rulesets.Osu.Skinning.Legacy
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{
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public abstract class LegacySpinner : CompositeDrawable
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{
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/// <remarks>
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/// All constants are in osu!stable's gamefield space, which is shifted 16px downwards.
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/// This offset is negated in both osu!stable and osu!lazer to bring all constants into window-space.
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/// Note: SPINNER_Y_CENTRE + SPINNER_TOP_OFFSET - Position.Y = 240 (=480/2, or half the window-space in osu!stable)
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/// </remarks>
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protected const float SPINNER_TOP_OFFSET = 45f - 16f;
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protected const float SPINNER_Y_CENTRE = SPINNER_TOP_OFFSET + 219f;
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protected const float SPRITE_SCALE = 0.625f;
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protected DrawableSpinner DrawableSpinner { get; private set; }
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private Sprite spin;
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private Sprite clear;
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[BackgroundDependencyLoader]
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private void load(DrawableHitObject drawableHitObject, ISkinSource source)
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{
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Anchor = Anchor.Centre;
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Origin = Anchor.Centre;
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// osu!stable positions spinner components in window-space (as opposed to gamefield-space). This is a 640x480 area taking up the entire screen.
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// In lazer, the gamefield-space positional transformation is applied in OsuPlayfieldAdjustmentContainer, which is inverted here to make this area take up the entire window space.
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Size = new Vector2(640, 480);
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Position = new Vector2(0, -8f);
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DrawableSpinner = (DrawableSpinner)drawableHitObject;
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AddRangeInternal(new[]
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{
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spin = new Sprite
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{
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Texture = source.GetTexture("spinner-spin"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = SPINNER_TOP_OFFSET + 335,
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},
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clear = new Sprite
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{
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Alpha = 0,
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Anchor = Anchor.TopCentre,
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Origin = Anchor.Centre,
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Depth = float.MinValue,
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Texture = source.GetTexture("spinner-clear"),
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Scale = new Vector2(SPRITE_SCALE),
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Y = SPINNER_TOP_OFFSET + 115,
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},
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});
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}
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private readonly Bindable<bool> completed = new Bindable<bool>();
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protected override void LoadComplete()
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{
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base.LoadComplete();
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completed.BindValueChanged(onCompletedChanged, true);
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DrawableSpinner.ApplyCustomUpdateState += UpdateStateTransforms;
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UpdateStateTransforms(DrawableSpinner, DrawableSpinner.State.Value);
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}
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private void onCompletedChanged(ValueChangedEvent<bool> completed)
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{
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if (completed.NewValue)
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{
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double startTime = Math.Min(Time.Current, DrawableSpinner.HitStateUpdateTime - 400);
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using (BeginAbsoluteSequence(startTime, true))
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{
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clear.FadeInFromZero(400, Easing.Out);
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clear.ScaleTo(SPRITE_SCALE * 2)
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.Then().ScaleTo(SPRITE_SCALE * 0.8f, 240, Easing.Out)
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.Then().ScaleTo(SPRITE_SCALE, 160);
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}
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const double fade_out_duration = 50;
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using (BeginAbsoluteSequence(DrawableSpinner.HitStateUpdateTime - fade_out_duration, true))
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clear.FadeOut(fade_out_duration);
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}
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else
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{
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clear.ClearTransforms();
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clear.Alpha = 0;
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}
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}
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protected override void Update()
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{
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base.Update();
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completed.Value = Time.Current >= DrawableSpinner.Result.TimeCompleted;
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}
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protected virtual void UpdateStateTransforms(DrawableHitObject drawableHitObject, ArmedState state)
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{
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switch (drawableHitObject)
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{
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case DrawableSpinner d:
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double fadeOutLength = Math.Min(400, d.HitObject.Duration);
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using (BeginAbsoluteSequence(drawableHitObject.HitStateUpdateTime - fadeOutLength, true))
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spin.FadeOutFromOne(fadeOutLength);
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break;
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case DrawableSpinnerTick d:
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if (state == ArmedState.Hit)
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{
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using (BeginAbsoluteSequence(d.HitStateUpdateTime, true))
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spin.FadeOut(300);
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}
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break;
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}
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}
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protected override void Dispose(bool isDisposing)
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{
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base.Dispose(isDisposing);
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if (DrawableSpinner != null)
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DrawableSpinner.ApplyCustomUpdateState -= UpdateStateTransforms;
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}
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}
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}
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